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Design & Development: Quests
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<blockquote data-quote="Raven Crowking" data-source="post: 3901933" data-attributes="member: 18280"><p>Ah. Well, I am not worried that <em>I</em> will not be able to do so; I am worried that three years from now, when I sit down to game with someone who cut their teeth on 4e, that they will not have learned (as players) to set their own goals, or (as DMs) to let me set my own goals.</p><p></p><p>The reason that I am being more literal about the article's contents than you are is that I assume that the article gives the indication (unless WotC is twigged to the idea that there should be changes) that this is how a new generation of players is going to learn to play. </p><p></p><p>As you say, "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." Because, if they handle this well, this could not only be a good system for D&D, but a portable system for other games as well.</p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 3901933, member: 18280"] Ah. Well, I am not worried that [i]I[/i] will not be able to do so; I am worried that three years from now, when I sit down to game with someone who cut their teeth on 4e, that they will not have learned (as players) to set their own goals, or (as DMs) to let me set my own goals. The reason that I am being more literal about the article's contents than you are is that I assume that the article gives the indication (unless WotC is twigged to the idea that there should be changes) that this is how a new generation of players is going to learn to play. As you say, "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." Because, if they handle this well, this could not only be a good system for D&D, but a portable system for other games as well. RC [/QUOTE]
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