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Design & Development: Quests
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<blockquote data-quote="Jedi_Solo" data-source="post: 3914770" data-attributes="member: 40245"><p>I'm sure this isn't what you are saying but this is how I just read this:</p><p></p><p>That you are just going to sit there until some one says that they go out looking for a dungeon. No adventure seeds, no rumors to go after and no NPCs to interact with until the fighter goes up and starts a tavern brawl.</p><p></p><p>I'm sure I'm missing something.</p><p></p><p>What I can't quite grasp at the moment if - with our primary example - what you take issue with is that the Archbishop gave the PCs a quest (what it sounds like from your above post) or that the Archbishop wants the spies alive.</p><p></p><p>I have no problem with either aspect. I'm in gaming for the story. I don't want A quest card - I want a half-dozen cards active the same time. I want a roladex to flip through and choose from. I want a hlaf-dozen different assignments that all contradict eachother. Give me so many options that I can't possibly do them all. A single Quest Card is boring, a bunch of cards is a recipe for a really cool character history that I built.</p><p></p><p>I want to be given the challenge of bringing the bad guys in alive (something veteran players are often trained against doing because a live villain will always come back to torment you later). I want stuff that will make this fight different from the last one. I want a fight where we have to take the bad guy alive. I want a fight where we have to achieve some goal in a certain number of rounds. I want a fight where we have to take down the bad guy without using weapons - or without using spells.</p><p></p><p>I don't care about the bonus xp (I won't refuse to take it) but the munchkin player beside me might need an incentive to go that extra mile. The player beside him might want the bonus gpp for prisoners in order to afford the new tower on his keep. The player beside him might want to be in favor with the Archbishop for story reasons.</p><p></p><p>I have DMed before but it doesn't happen very often. That said, I want a DM to want the players to care. I believe that if the players care the game become exponentially better. It becomes more engaiging and characters become more developed. There are a bunch of ways to make the players care about a certain outcome (the desired outcome may not be the same for all players, but al players desire an outcome):</p><p></p><p>Advancing the main story (capturing the spies)</p><p>Advancing a personal story (gaining favor with the Archbishop)</p><p>PC gain (extra gp)</p><p>Power gain (extra xp)</p><p></p><p>I see nothing wrong with offering a carrot. Different players just want different carrots.</p></blockquote><p></p>
[QUOTE="Jedi_Solo, post: 3914770, member: 40245"] I'm sure this isn't what you are saying but this is how I just read this: That you are just going to sit there until some one says that they go out looking for a dungeon. No adventure seeds, no rumors to go after and no NPCs to interact with until the fighter goes up and starts a tavern brawl. I'm sure I'm missing something. What I can't quite grasp at the moment if - with our primary example - what you take issue with is that the Archbishop gave the PCs a quest (what it sounds like from your above post) or that the Archbishop wants the spies alive. I have no problem with either aspect. I'm in gaming for the story. I don't want A quest card - I want a half-dozen cards active the same time. I want a roladex to flip through and choose from. I want a hlaf-dozen different assignments that all contradict eachother. Give me so many options that I can't possibly do them all. A single Quest Card is boring, a bunch of cards is a recipe for a really cool character history that I built. I want to be given the challenge of bringing the bad guys in alive (something veteran players are often trained against doing because a live villain will always come back to torment you later). I want stuff that will make this fight different from the last one. I want a fight where we have to take the bad guy alive. I want a fight where we have to achieve some goal in a certain number of rounds. I want a fight where we have to take down the bad guy without using weapons - or without using spells. I don't care about the bonus xp (I won't refuse to take it) but the munchkin player beside me might need an incentive to go that extra mile. The player beside him might want the bonus gpp for prisoners in order to afford the new tower on his keep. The player beside him might want to be in favor with the Archbishop for story reasons. I have DMed before but it doesn't happen very often. That said, I want a DM to want the players to care. I believe that if the players care the game become exponentially better. It becomes more engaiging and characters become more developed. There are a bunch of ways to make the players care about a certain outcome (the desired outcome may not be the same for all players, but al players desire an outcome): Advancing the main story (capturing the spies) Advancing a personal story (gaining favor with the Archbishop) PC gain (extra gp) Power gain (extra xp) I see nothing wrong with offering a carrot. Different players just want different carrots. [/QUOTE]
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