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General Tabletop Discussion
*Pathfinder & Starfinder
Design & Development: Quests
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<blockquote data-quote="Tquirky" data-source="post: 3901473" data-attributes="member: 57293"><p>Yes, interesting things start to happen when you let people treat information as objects.</p><p></p><p>I'd also point out that quest cards serve as a flag to the players that "I've got something prepared here". I think some of Raven Crowking's concerns are avoidable because unless you're improvising the whole thing, that's a useful thing for the players to have implied to them. When it's a choice between the Goblin Caves and the Old Mill, and the Old Mill has a quest card, then the evening's play is probably going to be more fun there (because it's obvious that the DM hasn't got around to detailing the Goblin Caves yet if there's no quest card for it...)</p><p></p><p>Unless...the players are given one when they turn up on it's doorstep on a whim. Hmm, maybe Crowking has a point. But this is avoidable by giving the players a quest card the moment they learn of that status quo adventuring site's existence - purely by virtue of being a dungeon it presents an automatic challenge to an adventuring party.</p></blockquote><p></p>
[QUOTE="Tquirky, post: 3901473, member: 57293"] Yes, interesting things start to happen when you let people treat information as objects. I'd also point out that quest cards serve as a flag to the players that "I've got something prepared here". I think some of Raven Crowking's concerns are avoidable because unless you're improvising the whole thing, that's a useful thing for the players to have implied to them. When it's a choice between the Goblin Caves and the Old Mill, and the Old Mill has a quest card, then the evening's play is probably going to be more fun there (because it's obvious that the DM hasn't got around to detailing the Goblin Caves yet if there's no quest card for it...) Unless...the players are given one when they turn up on it's doorstep on a whim. Hmm, maybe Crowking has a point. But this is avoidable by giving the players a quest card the moment they learn of that status quo adventuring site's existence - purely by virtue of being a dungeon it presents an automatic challenge to an adventuring party. [/QUOTE]
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