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Design & Development: Quests
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<blockquote data-quote="Reynard" data-source="post: 3914622" data-attributes="member: 467"><p>One thing that is useful is having a whiteboard handy where the Dm can write down "fantasy names" so that you don't have to go through the "That's Bob, with a 'kh'pa!" bit.</p><p></p><p>Player handouts are fine. In fact, they are better than fine. They are cool and fun and help promote immersion. Even a bullet point fact sheet might be a good handout (though it would kill that whole immersion part). It isn't the Quest Cards that are at issue, its the implementation of Quests as it has been described to us by Mearls that I think is problematic for a lot of folks.</p><p></p><p>The original article itself was pretty innocuous. It said, in short, "4E is going to put story awards in the DMG and tie it to the CR system for determining how much they are worth, XP wise." Nothing new. i was kind of dissapointed, in fact, as I was all ready to scream "WoWism" and upon reading it found that it wasn't a fair assessment. But then you have Mearls' comments on the subject and it becomes clear that the intent is, in fact, to create hardcoded victory conditions in the game.</p></blockquote><p></p>
[QUOTE="Reynard, post: 3914622, member: 467"] One thing that is useful is having a whiteboard handy where the Dm can write down "fantasy names" so that you don't have to go through the "That's Bob, with a 'kh'pa!" bit. Player handouts are fine. In fact, they are better than fine. They are cool and fun and help promote immersion. Even a bullet point fact sheet might be a good handout (though it would kill that whole immersion part). It isn't the Quest Cards that are at issue, its the implementation of Quests as it has been described to us by Mearls that I think is problematic for a lot of folks. The original article itself was pretty innocuous. It said, in short, "4E is going to put story awards in the DMG and tie it to the CR system for determining how much they are worth, XP wise." Nothing new. i was kind of dissapointed, in fact, as I was all ready to scream "WoWism" and upon reading it found that it wasn't a fair assessment. But then you have Mearls' comments on the subject and it becomes clear that the intent is, in fact, to create hardcoded victory conditions in the game. [/QUOTE]
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