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General Tabletop Discussion
*Pathfinder & Starfinder
Design & Development: Quests
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<blockquote data-quote="PeterWeller" data-source="post: 3901912" data-attributes="member: 55795"><p>RC, I see where you're coming from, but my point is, in reference to your worries about rail-roading, that you can easily show players that not every card is a real quest, and not every quest is going to be on a card. You were worried that players will get railroaded by quest cards; I presented a way in which you could incorporate quest cards while also showing your party that they aren't the be all and end all to story development. By giving the players a quest card for every job they take, whether or not it's a real quest, you show the players that not every quest will be on a card, and not every card will contain a quest. Now your original concern about the party ignoring location B because location A has a card associated with it has been dealt with. Or, if you really want to diligently stick to the quest cards, when the players discover the wine is poisoned or Y is a wererat, you take back the original quest card, and give the players a new card concerning the real quest. You can also have cards made for your "hidden" quests. Really, I'm just showing that in your game (or my game, or whatever), it's not hard to use the quest cards <em>and</em> avoid their threat of railroading the game. </p><p></p><p>Another thing, you can divorce the system from the suggestion, and you can build upon the suggestion and modify it because it's just a suggestion. In fact, it's somewhat disingenuous to discuss quest cards as part of the system because they're not. They're a suggestion for easing bookkeeping for the players.</p><p></p><p>I dunno, I guess I'm being a lot less literal about the article's contents than you are, and that probably supports your point better than mine. New players are probably going to take everything in the book literally, so hopefully the discussion of quest cards in the book will deal with your concerns.</p></blockquote><p></p>
[QUOTE="PeterWeller, post: 3901912, member: 55795"] RC, I see where you're coming from, but my point is, in reference to your worries about rail-roading, that you can easily show players that not every card is a real quest, and not every quest is going to be on a card. You were worried that players will get railroaded by quest cards; I presented a way in which you could incorporate quest cards while also showing your party that they aren't the be all and end all to story development. By giving the players a quest card for every job they take, whether or not it's a real quest, you show the players that not every quest will be on a card, and not every card will contain a quest. Now your original concern about the party ignoring location B because location A has a card associated with it has been dealt with. Or, if you really want to diligently stick to the quest cards, when the players discover the wine is poisoned or Y is a wererat, you take back the original quest card, and give the players a new card concerning the real quest. You can also have cards made for your "hidden" quests. Really, I'm just showing that in your game (or my game, or whatever), it's not hard to use the quest cards [i]and[/i] avoid their threat of railroading the game. Another thing, you can divorce the system from the suggestion, and you can build upon the suggestion and modify it because it's just a suggestion. In fact, it's somewhat disingenuous to discuss quest cards as part of the system because they're not. They're a suggestion for easing bookkeeping for the players. I dunno, I guess I'm being a lot less literal about the article's contents than you are, and that probably supports your point better than mine. New players are probably going to take everything in the book literally, so hopefully the discussion of quest cards in the book will deal with your concerns. [/QUOTE]
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