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General Tabletop Discussion
*Pathfinder & Starfinder
Design & Development: Quests
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<blockquote data-quote="Aenghus" data-source="post: 3901001" data-attributes="member: 2656"><p>Quest handouts are a suggestion and the example is of a record of a particular task and the IC reward to be given to the party on completion of the quest. Since the idea is to hand these cards to the players, I think it very unlikely that xp details will be provided on them.</p><p></p><p>While this does seem to be primarily aimed at new players, I still see it as a more generally useful idea. I have less time to prepare games than I used to, and I don't think I am alone in this. While a fully organic and realised setting is the ideal, this takes time I can no longer rely on having. It is harder and harder to actually arrange games, as RL gets in the way.</p><p></p><p>Quest cards can help in a number of ways. For beginners, they give a concrete task to focus on. Sometimes players <em>accidentally</em> wander away from a plot, reminders can help, and can be less heavy handed than straight DM reminders. A lot of players don't take any notes, which limits the sorts of plots useable. Good handouts can add a lot to a game.</p><p></p><p>These aids are less relevant to player-driven and plot-light campaigns, unless the players interests and pc motivations are taken into account. I understand the raliroading and bad habit concerns. but these happen already in any case. </p><p></p><p>And for the people who habitually sabotage plots, quest cards make it easier to do <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="Aenghus, post: 3901001, member: 2656"] Quest handouts are a suggestion and the example is of a record of a particular task and the IC reward to be given to the party on completion of the quest. Since the idea is to hand these cards to the players, I think it very unlikely that xp details will be provided on them. While this does seem to be primarily aimed at new players, I still see it as a more generally useful idea. I have less time to prepare games than I used to, and I don't think I am alone in this. While a fully organic and realised setting is the ideal, this takes time I can no longer rely on having. It is harder and harder to actually arrange games, as RL gets in the way. Quest cards can help in a number of ways. For beginners, they give a concrete task to focus on. Sometimes players [I]accidentally[/I] wander away from a plot, reminders can help, and can be less heavy handed than straight DM reminders. A lot of players don't take any notes, which limits the sorts of plots useable. Good handouts can add a lot to a game. These aids are less relevant to player-driven and plot-light campaigns, unless the players interests and pc motivations are taken into account. I understand the raliroading and bad habit concerns. but these happen already in any case. And for the people who habitually sabotage plots, quest cards make it easier to do :) [/QUOTE]
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