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General Tabletop Discussion
*Pathfinder & Starfinder
Design & Development: Quests
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<blockquote data-quote="catsclaw227" data-source="post: 3902138" data-attributes="member: 14197"><p>Here's the thing. I didn't read anywhere in the article that quest cards were going to be a "system" as others have unintentionally (or intentionally) labelled it.</p><p></p><p>I read it as a suggestion to help DMs and players to recall the different plot elements out there. I might give quest cards for stuff three different things, but its not necessarily true that all of them are relevant to my campaign. One may be a rumor or a trap, the other a dead end, the third may be something.</p><p></p><p>It appears that there are two kinds of players (and DMs) that are arguing the different points.</p><p></p><p>1. The players and dms that like to have the PCs drive the story, lead the way and the DM generally riffs of what they do, building the scenes either on the fly or pre-game based upon last session. The game might not benefit as well from quest cards because it feels like "railroading"</p><p></p><p>2. The players and DMs that are running an AP or pregen adventure, or those players that don't like to have to play with a wide open sandbox. They like to have leads, clues and be provided a story that they can participate in. Quest cards are good for this.</p><p></p><p>Neither one is badwrongfun, and both can take advantage of quest rewards. </p><p></p><p>In the example provided in the article, they had just finished talking to the baron about what he needed them to do. Then the DM gave them a quest card summarizing what was discussed. How is this railroading? Isn't this a reminder of the conversation with the Baron?</p><p></p><p>Some of my players suck at taking notes. One or two are good at it. Both would benefit from reminders about important encounters.</p></blockquote><p></p>
[QUOTE="catsclaw227, post: 3902138, member: 14197"] Here's the thing. I didn't read anywhere in the article that quest cards were going to be a "system" as others have unintentionally (or intentionally) labelled it. I read it as a suggestion to help DMs and players to recall the different plot elements out there. I might give quest cards for stuff three different things, but its not necessarily true that all of them are relevant to my campaign. One may be a rumor or a trap, the other a dead end, the third may be something. It appears that there are two kinds of players (and DMs) that are arguing the different points. 1. The players and dms that like to have the PCs drive the story, lead the way and the DM generally riffs of what they do, building the scenes either on the fly or pre-game based upon last session. The game might not benefit as well from quest cards because it feels like "railroading" 2. The players and DMs that are running an AP or pregen adventure, or those players that don't like to have to play with a wide open sandbox. They like to have leads, clues and be provided a story that they can participate in. Quest cards are good for this. Neither one is badwrongfun, and both can take advantage of quest rewards. In the example provided in the article, they had just finished talking to the baron about what he needed them to do. Then the DM gave them a quest card summarizing what was discussed. How is this railroading? Isn't this a reminder of the conversation with the Baron? Some of my players suck at taking notes. One or two are good at it. Both would benefit from reminders about important encounters. [/QUOTE]
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