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Design & Development: Quests
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<blockquote data-quote="Geron Raveneye" data-source="post: 3900372" data-attributes="member: 2268"><p>Looking at my past games, and the fact that I usually had to recap what the characters were there for this time, and what happened to make them get there (or have a player with good notes do it), I don't think giving out advice on how to keep the last game in everybody's memory is a bad idea.</p><p></p><p>What I do think is a bad idea is "standardizing" the whole thing and putting it on the DM's shoulders on top of everything else. Sure, it might take only 5 minutes to prepare a few Quest Cards for the next adventure...or less than one to write one out in the middle of the game. But I'd really prefer it if it was less of the DM's job to keep his players on track, and more of the <strong>players'</strong> job. I mean...they come to my table to play, they bring their characters, they can bloody well take some notes about what they put their characters through, and why? And I'm only half-kidding here.</p><p></p><p>Also, I'd hate to see adventures for 4E come with pre-printed Quest Cards...and somehow, I have this weird impression it would happen, as marketing ploy under the guise of DM support. I realize that a new edition is as much aimed at new players as it is at the old guard, if not more, and that some support will help new DMs into their job better...but I'd view something like preprinted Quest Cards as stifling and limiting in the long run. Give the fellows as much advice as you can print in the DMG. Give examples on how to prepare adventures, what problems might arise at the game table, how to fix them, etc...but don't create tools that will turn into straightjackets after a while. That's all I'm asking for. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Geron Raveneye, post: 3900372, member: 2268"] Looking at my past games, and the fact that I usually had to recap what the characters were there for this time, and what happened to make them get there (or have a player with good notes do it), I don't think giving out advice on how to keep the last game in everybody's memory is a bad idea. What I do think is a bad idea is "standardizing" the whole thing and putting it on the DM's shoulders on top of everything else. Sure, it might take only 5 minutes to prepare a few Quest Cards for the next adventure...or less than one to write one out in the middle of the game. But I'd really prefer it if it was less of the DM's job to keep his players on track, and more of the [b]players'[/b] job. I mean...they come to my table to play, they bring their characters, they can bloody well take some notes about what they put their characters through, and why? And I'm only half-kidding here. Also, I'd hate to see adventures for 4E come with pre-printed Quest Cards...and somehow, I have this weird impression it would happen, as marketing ploy under the guise of DM support. I realize that a new edition is as much aimed at new players as it is at the old guard, if not more, and that some support will help new DMs into their job better...but I'd view something like preprinted Quest Cards as stifling and limiting in the long run. Give the fellows as much advice as you can print in the DMG. Give examples on how to prepare adventures, what problems might arise at the game table, how to fix them, etc...but don't create tools that will turn into straightjackets after a while. That's all I'm asking for. :) [/QUOTE]
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