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General Tabletop Discussion
*Pathfinder & Starfinder
Design & Development: Quests
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<blockquote data-quote="Stormtower" data-source="post: 3902343" data-attributes="member: 43631"><p><strong>Quest cards example</strong></p><p></p><p>I like quest cards and just started experimenting with them for my home campaigns a few weeks ago. It's not a new idea but codifying it into solid advice for new DMs is a good strategy for the 4e DMG, IMO. Many players love fiddly bits like equipment cards, real coins, etc. and the quest cards seem a natural extension of that. </p><p></p><p>They don't have to be railroad-y either. I have attached my quest cards for DCC #1 - Idylls of the Rat King to this post, which are largely based on the XP awards for sub-objectives in the back of that excellent module by Goodman Games. I hope they're a useful example of how the quests can be worded clearly without being explicitly railroad-y.</p><p></p><p>The template is based on a simple 7.5" x 3" table so the cards are similarly sized to an RPGA reward card or another similar document which easily fits into common poly-vinyl currency sleeves (like for minis cards but bill-sized). You can print the quest cards on cardstock and laminate them for re-use (give the players a dry- or wet-erase pen for checkoffs) or just let them write on the cardstock. </p><p></p><p>These work probably best with groups who have an expectation of following the plot hooks and wanting to uncover everything they can, finding all the challenges and secrets. They're still useful for a sandbox game though, in that a DM can detail a broad quest on a card and the player can fill in the details as s/he plays.</p><p></p><p>I say good for 4e if it encourages such things, but we could have another, different discussion about whether such fiddly bits are contrary to their stated design goal of speeding up the game. Fiddly stuff like cards and coins, etc. = fun, but not fast.</p></blockquote><p></p>
[QUOTE="Stormtower, post: 3902343, member: 43631"] [b]Quest cards example[/b] I like quest cards and just started experimenting with them for my home campaigns a few weeks ago. It's not a new idea but codifying it into solid advice for new DMs is a good strategy for the 4e DMG, IMO. Many players love fiddly bits like equipment cards, real coins, etc. and the quest cards seem a natural extension of that. They don't have to be railroad-y either. I have attached my quest cards for DCC #1 - Idylls of the Rat King to this post, which are largely based on the XP awards for sub-objectives in the back of that excellent module by Goodman Games. I hope they're a useful example of how the quests can be worded clearly without being explicitly railroad-y. The template is based on a simple 7.5" x 3" table so the cards are similarly sized to an RPGA reward card or another similar document which easily fits into common poly-vinyl currency sleeves (like for minis cards but bill-sized). You can print the quest cards on cardstock and laminate them for re-use (give the players a dry- or wet-erase pen for checkoffs) or just let them write on the cardstock. These work probably best with groups who have an expectation of following the plot hooks and wanting to uncover everything they can, finding all the challenges and secrets. They're still useful for a sandbox game though, in that a DM can detail a broad quest on a card and the player can fill in the details as s/he plays. I say good for 4e if it encourages such things, but we could have another, different discussion about whether such fiddly bits are contrary to their stated design goal of speeding up the game. Fiddly stuff like cards and coins, etc. = fun, but not fast. [/QUOTE]
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