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General Tabletop Discussion
*Pathfinder & Starfinder
Design & Development: Quests
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<blockquote data-quote="KingCrab" data-source="post: 3901742" data-attributes="member: 40713"><p>Agreed. With pre-bought modules, even really good pre-bought modules, then this isn't as much of an issue but there can still be problems. Usually the players know they are on a quest. Usually there is a twist. After the plot point, the players then may very well not want to complete the quest. Now at this point, does the xp award that was attached to the quest go away? Or if the players complete the quest would they still get the award.</p><p></p><p>I don't want to give out any spoilers and this isn't the perfect example, but since you mentioned Savage Tide: In the first module "There is No Honor" the party is sent on a quest, but they don't have all the information. When they get all the information, they might want to do is something different (gosh I'm being vague.) So at this point, how does the quest card system work? You probably write them up new quest cards and let them choose? If you're going to be giving out story awards, wouldn't it be better to keep the feel a little more open ended and give out the story award when they accomplish something you think seems worthy but wasn't necessarily written down?</p><p></p><p></p><p></p><p>In my longest campaign, I created an incredibly detailed city. I filled it with situations and conflicts. They players had their own motivations and interacted with the city and the nearby wildnerness. Could quest cards work here? Perhaps if the players wrote up all their own quest cards it might. Even in that situation though, I would prefer not to have the xp awards tied to the cards the players were writing. Sure, it's good for them to write down their character goals and motivations. I don't like the idea of them cashing in one of those cards for xp. Let the DM decide when the xp awards are either on the spot or after the game.</p></blockquote><p></p>
[QUOTE="KingCrab, post: 3901742, member: 40713"] Agreed. With pre-bought modules, even really good pre-bought modules, then this isn't as much of an issue but there can still be problems. Usually the players know they are on a quest. Usually there is a twist. After the plot point, the players then may very well not want to complete the quest. Now at this point, does the xp award that was attached to the quest go away? Or if the players complete the quest would they still get the award. I don't want to give out any spoilers and this isn't the perfect example, but since you mentioned Savage Tide: In the first module "There is No Honor" the party is sent on a quest, but they don't have all the information. When they get all the information, they might want to do is something different (gosh I'm being vague.) So at this point, how does the quest card system work? You probably write them up new quest cards and let them choose? If you're going to be giving out story awards, wouldn't it be better to keep the feel a little more open ended and give out the story award when they accomplish something you think seems worthy but wasn't necessarily written down? In my longest campaign, I created an incredibly detailed city. I filled it with situations and conflicts. They players had their own motivations and interacted with the city and the nearby wildnerness. Could quest cards work here? Perhaps if the players wrote up all their own quest cards it might. Even in that situation though, I would prefer not to have the xp awards tied to the cards the players were writing. Sure, it's good for them to write down their character goals and motivations. I don't like the idea of them cashing in one of those cards for xp. Let the DM decide when the xp awards are either on the spot or after the game. [/QUOTE]
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