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Design & Development: Quests
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<blockquote data-quote="Reynard" data-source="post: 3914601" data-attributes="member: 467"><p>This is the important piece. Now take it in context with Mearls' deeper explanation of the system. The idea is, when you combine those two sources, that players get extra XP for "completing story goals" that are both predetermined and restrictive. "Uncover the spies and bring them alive before the Archbishop" is a predetermined, restrictive thing for which to give bonus XP. The PCs that kill the spies don't get the bonus XP. The PCs that trick the spies into giving false information to their masters don't get bonus XP. The PCs that engineer infighting and self destruction of the spies don't get bonus XP. Only the PCs that do what the Quest description says -- bring them alive before the Archbishop -- get the bonus XP. It turns XP from carrot" to "stick" pretty effectively.</p></blockquote><p></p>
[QUOTE="Reynard, post: 3914601, member: 467"] This is the important piece. Now take it in context with Mearls' deeper explanation of the system. The idea is, when you combine those two sources, that players get extra XP for "completing story goals" that are both predetermined and restrictive. "Uncover the spies and bring them alive before the Archbishop" is a predetermined, restrictive thing for which to give bonus XP. The PCs that kill the spies don't get the bonus XP. The PCs that trick the spies into giving false information to their masters don't get bonus XP. The PCs that engineer infighting and self destruction of the spies don't get bonus XP. Only the PCs that do what the Quest description says -- bring them alive before the Archbishop -- get the bonus XP. It turns XP from carrot" to "stick" pretty effectively. [/QUOTE]
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