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Design & Development: Quests
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<blockquote data-quote="ShinHakkaider" data-source="post: 3900644" data-attributes="member: 9213"><p>that part of my post was in response to the posters in this thread that frown upon any kind of "props" claiming that it makes D&D a boardgame.</p><p></p><p></p><p></p><p></p><p>So the only difference between giving your players XP for completing a mission/quest before rather than after is the fact that, What? they know a head of time that they're going to get XP and how much? At that point the choice is still with the players whether they decide to do the quest or not or whether their focus is on the quest itself or the XP. Some players are going to do the mission / quest XP be damned. Other players are going to look at the XP and go "That's just enough to get me to my next level and then I can get that feat I want!" It doesnt change the game, just what motivates different players. Story based d00d's are are going to follow the story. Decrying metagaming as something bad (which is the not so subtle insinuation of several posters in this thread) is exactly what I'm talking about when I say elitist. I run a game with 4 players. a few of them are pretty decent role players, but they like XP and and crunchy bits as well. I have one player who's just looking to level and gain cool p0w3rz . I'm not gonna screw him because I feel that he should be playing the game a certain way especially since he's actually a good player and adds to the game and he's not disruptive. If he knows how much Xp he's going to get for completing a mission I dont see how that breaks the game or makes that way that I run and he plays BAD. </p><p></p><p></p><p></p><p></p><p>It's fine that you dont like it. For you "it greatly depreciates the type of organic play that differentiates a TTrpg and a MMO." For me it's just another tool a different way of doing things and it doesn't preclude me tweaking things just a bit to make them work for my table. </p><p></p><p></p><p></p><p></p><p>I agree with this sentiment. Maybe I need to go back and re-read the article but I dont see how you can't do both. Designate what the "A plot/mission" is going to be but if the PC's decide not to pursue this mission and decide to go do the "B plot/mission" first they should still be rewarded accordingly. If you have to adjust the XP for the A plot as a result of actions taken by the PC's then do so. Like I said I dont see how this is really a bad thing. Especially for newer players or people making the transition from CRPG's. Who's not so say as newer players get acclimated to the game that you cant "phase out" the idea of mission cards. </p><p></p><p>But point taken, you don't like metagaming and these mission cards are not your thing.</p></blockquote><p></p>
[QUOTE="ShinHakkaider, post: 3900644, member: 9213"] that part of my post was in response to the posters in this thread that frown upon any kind of "props" claiming that it makes D&D a boardgame. So the only difference between giving your players XP for completing a mission/quest before rather than after is the fact that, What? they know a head of time that they're going to get XP and how much? At that point the choice is still with the players whether they decide to do the quest or not or whether their focus is on the quest itself or the XP. Some players are going to do the mission / quest XP be damned. Other players are going to look at the XP and go "That's just enough to get me to my next level and then I can get that feat I want!" It doesnt change the game, just what motivates different players. Story based d00d's are are going to follow the story. Decrying metagaming as something bad (which is the not so subtle insinuation of several posters in this thread) is exactly what I'm talking about when I say elitist. I run a game with 4 players. a few of them are pretty decent role players, but they like XP and and crunchy bits as well. I have one player who's just looking to level and gain cool p0w3rz . I'm not gonna screw him because I feel that he should be playing the game a certain way especially since he's actually a good player and adds to the game and he's not disruptive. If he knows how much Xp he's going to get for completing a mission I dont see how that breaks the game or makes that way that I run and he plays BAD. It's fine that you dont like it. For you "it greatly depreciates the type of organic play that differentiates a TTrpg and a MMO." For me it's just another tool a different way of doing things and it doesn't preclude me tweaking things just a bit to make them work for my table. I agree with this sentiment. Maybe I need to go back and re-read the article but I dont see how you can't do both. Designate what the "A plot/mission" is going to be but if the PC's decide not to pursue this mission and decide to go do the "B plot/mission" first they should still be rewarded accordingly. If you have to adjust the XP for the A plot as a result of actions taken by the PC's then do so. Like I said I dont see how this is really a bad thing. Especially for newer players or people making the transition from CRPG's. Who's not so say as newer players get acclimated to the game that you cant "phase out" the idea of mission cards. But point taken, you don't like metagaming and these mission cards are not your thing. [/QUOTE]
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