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*Pathfinder & Starfinder
Design & Development: Quests
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<blockquote data-quote="Imaro" data-source="post: 3900792" data-attributes="member: 48965"><p>Isn't this implied? </p><p></p><p>If you find one old tattered piece of parchment in an unknown language and suddenly I hand you a quest card vs. You find a tattered piece of parchment in an unknown language and I don't...well I know the first I will get xp for exploring/deciphering/whatever. In the second case there's no reward. So it seems only logical to go for a guaranteed reward since the game is about rewards. </p><p></p><p> It's like those tests where if you push button A you get food...but if you push button B you don't. They don't label the word "food" on either but, after awhile, most test subjects will only focus on button A. Instilling this mentality early on, only makes it harder to get them to take advantage of the opportunity to do whatever they want when it arises(again IMHO, one of the advantages to a TT rpg vs. a videogame).</p><p></p><p>My beef is only partly with the cards and, moreso I guess, with the supposed structuring of something that IMHO should really be left either as broad guidelines or merely the actual xp gained from "challenges" involved in the attaining of a particular goal. Perhaps better advice would be how to structure a particular PC's goals into a discrete number and type of challenges that give him xp for pursuing and attaining it.</p><p></p><p>Let me ask a question...if I have a quest that says recover and return the Baron's stolen goods for x amount of xp...then in the middle of adventuring the PC's decide they want to take his stuff and head to another barony to sell it for themselves...why are they penalized (not recieving the bonus quest reward) for making a different choice than I want them to? If a DM did this I'd be pissed and it would probably cause conflict between those players who want the quest-based xp and those who want to pursue something else. </p><p></p><p>The "quest" as presented here is setting the player's goals for them (or at least the one's they will be rewarded for), but I think it's a step in the wrong direction, PC's should set their own goals. The DM can structure an adventure, but what any particular PC wants to do or get out of said adventure should not be determined through withdrawal or reward of XP. Even if all they want to do is kick but and take loot...the adventure will allow that. However, IMHO... why they do it should be totally up to them.</p></blockquote><p></p>
[QUOTE="Imaro, post: 3900792, member: 48965"] Isn't this implied? If you find one old tattered piece of parchment in an unknown language and suddenly I hand you a quest card vs. You find a tattered piece of parchment in an unknown language and I don't...well I know the first I will get xp for exploring/deciphering/whatever. In the second case there's no reward. So it seems only logical to go for a guaranteed reward since the game is about rewards. It's like those tests where if you push button A you get food...but if you push button B you don't. They don't label the word "food" on either but, after awhile, most test subjects will only focus on button A. Instilling this mentality early on, only makes it harder to get them to take advantage of the opportunity to do whatever they want when it arises(again IMHO, one of the advantages to a TT rpg vs. a videogame). My beef is only partly with the cards and, moreso I guess, with the supposed structuring of something that IMHO should really be left either as broad guidelines or merely the actual xp gained from "challenges" involved in the attaining of a particular goal. Perhaps better advice would be how to structure a particular PC's goals into a discrete number and type of challenges that give him xp for pursuing and attaining it. Let me ask a question...if I have a quest that says recover and return the Baron's stolen goods for x amount of xp...then in the middle of adventuring the PC's decide they want to take his stuff and head to another barony to sell it for themselves...why are they penalized (not recieving the bonus quest reward) for making a different choice than I want them to? If a DM did this I'd be pissed and it would probably cause conflict between those players who want the quest-based xp and those who want to pursue something else. The "quest" as presented here is setting the player's goals for them (or at least the one's they will be rewarded for), but I think it's a step in the wrong direction, PC's should set their own goals. The DM can structure an adventure, but what any particular PC wants to do or get out of said adventure should not be determined through withdrawal or reward of XP. Even if all they want to do is kick but and take loot...the adventure will allow that. However, IMHO... why they do it should be totally up to them. [/QUOTE]
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