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General Tabletop Discussion
*Pathfinder & Starfinder
Design & Development: Quests
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<blockquote data-quote="The Little Raven" data-source="post: 3913501" data-attributes="member: 10095"><p>Yeah, that's what modules traditionally are. A linear storyline for the players to chew through. I'm not talking about modules, I'm talking about preparation for gaming, as well as on-the-fly changes.</p><p></p><p></p><p></p><p>You don't have to give players additional experience above and beyond what they get for killing the BBEG. It isn't just like WoW where you get additional experience for turning in VanCleef's head. And who says a quest has to spell out how you achieve the objective? The quest can be as vague as "Disrupt the Shadow Thieves criminal empire" to as specific as "Kill the Guildmaster with the Sword of Hurting People."</p><p></p><p>And this isn't to say a DM can't arbitrarily give different rewards, or give you a bonus if you pull of some super cool way to achieve the objective without doing it the way he thought. Flexibility is key to good DMing, in my opinion.</p><p></p><p> In the BBEG example, the PCs don't have to kill him to get the encounter XP for him -- they only have to overcome him, which could be anything from banishing him into the Void to converting him to the cause of good to wiping his mind and letting him start anew. But only the PCs that kill him get the bonus XP.</p><p></p><p></p><p></p><p>This isn't a system like combat mechanics or spell mechanics. This is a non-rules suggestion for tracking objectives, whether they're combat related or not. They can be whatever the DM chooses, from killing stuff, to winning a foot-race. Quest cards are also great for things like side quests, and odd jobs to make money, since the rewards don't always have to be experience.</p></blockquote><p></p>
[QUOTE="The Little Raven, post: 3913501, member: 10095"] Yeah, that's what modules traditionally are. A linear storyline for the players to chew through. I'm not talking about modules, I'm talking about preparation for gaming, as well as on-the-fly changes. You don't have to give players additional experience above and beyond what they get for killing the BBEG. It isn't just like WoW where you get additional experience for turning in VanCleef's head. And who says a quest has to spell out how you achieve the objective? The quest can be as vague as "Disrupt the Shadow Thieves criminal empire" to as specific as "Kill the Guildmaster with the Sword of Hurting People." And this isn't to say a DM can't arbitrarily give different rewards, or give you a bonus if you pull of some super cool way to achieve the objective without doing it the way he thought. Flexibility is key to good DMing, in my opinion. In the BBEG example, the PCs don't have to kill him to get the encounter XP for him -- they only have to overcome him, which could be anything from banishing him into the Void to converting him to the cause of good to wiping his mind and letting him start anew. But only the PCs that kill him get the bonus XP. This isn't a system like combat mechanics or spell mechanics. This is a non-rules suggestion for tracking objectives, whether they're combat related or not. They can be whatever the DM chooses, from killing stuff, to winning a foot-race. Quest cards are also great for things like side quests, and odd jobs to make money, since the rewards don't always have to be experience. [/QUOTE]
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