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Design & Development: Quests
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<blockquote data-quote="Imaro" data-source="post: 3913925" data-attributes="member: 48965"><p>I read it...and in the end you. as a DM, are creating random quests which may or may not be taken. Thus what was the poiint of creating these quests in the first place? Does this increase or decrease wasted prep-time? IMHO it increases it, and if the quests are thrown to the wind and not used it is wasted prep-time. If anything this is a stronger argument for not trying to precisely codify "quests" and/or making them a player/character driven mechanic.</p><p></p><p></p><p></p><p>Fixed that for you.</p><p></p><p></p><p></p><p>The difference, IMHO, is "quests" as presented so far are more specific than an adventure. In an adventure the PC's are usually presented with a situation and left to deal with it in a manner they find suitable. They recieve xp for overcoming the challenges (and contrary to popular belief you don't have to kill something to recieve xp for overcoming it) that arise due to the course of action(s) they take to accomplish their goals. They are not penalized because they didn't do it in a particullar way.</p><p></p><p> In a quest you are laying out a specific set of actions and results that must be achieved to garner the XP bonus. Thosee PC's who follow this path are rewarded with extra xp, those who don't aren't.</p><p></p><p>An example would be like so...</p><p></p><p>Adventure: A group of cultist have built a temple to Tuarn deity of corruption, near the village of Pellington. They have begun kidnapping certain villagers and the PC's have been comissioned to investigate.</p><p></p><p>Quest: Uncover and capture the leaders of the cult of Tuarn near the village of Pellington and deliver them to the archbishop of Pellington.</p><p></p><p>The difference is...in the first you are basically free to go about investigating the cult and ultimately deciding how you deal with it, and there is no loss of xp for what way you choose to go about it. In the second you will be penalized by loss of xp unlesss you capture the leaders of the cult and return them to the archbishop of Pellington. With the supposed de-emphasization of alignment in D&D 4e, how you interact with the cult could have numerous outcomes but the quest nudges/pushes/forcefully directs players to take a certain course of action.</p></blockquote><p></p>
[QUOTE="Imaro, post: 3913925, member: 48965"] I read it...and in the end you. as a DM, are creating random quests which may or may not be taken. Thus what was the poiint of creating these quests in the first place? Does this increase or decrease wasted prep-time? IMHO it increases it, and if the quests are thrown to the wind and not used it is wasted prep-time. If anything this is a stronger argument for not trying to precisely codify "quests" and/or making them a player/character driven mechanic. Fixed that for you. The difference, IMHO, is "quests" as presented so far are more specific than an adventure. In an adventure the PC's are usually presented with a situation and left to deal with it in a manner they find suitable. They recieve xp for overcoming the challenges (and contrary to popular belief you don't have to kill something to recieve xp for overcoming it) that arise due to the course of action(s) they take to accomplish their goals. They are not penalized because they didn't do it in a particullar way. In a quest you are laying out a specific set of actions and results that must be achieved to garner the XP bonus. Thosee PC's who follow this path are rewarded with extra xp, those who don't aren't. An example would be like so... Adventure: A group of cultist have built a temple to Tuarn deity of corruption, near the village of Pellington. They have begun kidnapping certain villagers and the PC's have been comissioned to investigate. Quest: Uncover and capture the leaders of the cult of Tuarn near the village of Pellington and deliver them to the archbishop of Pellington. The difference is...in the first you are basically free to go about investigating the cult and ultimately deciding how you deal with it, and there is no loss of xp for what way you choose to go about it. In the second you will be penalized by loss of xp unlesss you capture the leaders of the cult and return them to the archbishop of Pellington. With the supposed de-emphasization of alignment in D&D 4e, how you interact with the cult could have numerous outcomes but the quest nudges/pushes/forcefully directs players to take a certain course of action. [/QUOTE]
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