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General Tabletop Discussion
*Pathfinder & Starfinder
Design & Development: Quests
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<blockquote data-quote="Lonely Tylenol" data-source="post: 3914856" data-attributes="member: 18549"><p>FIFY.</p><p></p><p>The cult needs to be dealt with, and when the players decide to uncover and deal with it, *bing* they get a quest--which they define themselves by deciding to take the hook presented to them. The archbishop promises favours, cash, or something in return for prisoners. This is not connected to the quest, which is "deal with the cult," and so the XP award is not connected to the archbishop's request. The treasure that is associated with the XP award is also not connected. The archbishop's request, and the reward associated with it is either another quest entirely, which the PCs may or may not want to take on (and get XP and treasure for), or is a hook planted by the DM to further draw out the story of the cult: why does the archbishop want prisoners? Does he have a hidden agenda? Is it wise to hand over the cult leaders?</p><p></p><p>Now that the DM knows that the players are going to take on the cultist quest, he can write up the cultists and their hideout. The fact that the quest and its associated reward are written down on a card helps to ensure that the PCs won't get distracted and forget that they had intended to go smash the cult if, for example, they're already busy with the local bugbear problem. This means that the DM's work is less likely to go to waste. Rather than the DM railroading PCs using quests and quest cards, the PCs are deciding on a course of action and getting the "rewards" carrot dangled in front of them to get them to follow through on it.</p></blockquote><p></p>
[QUOTE="Lonely Tylenol, post: 3914856, member: 18549"] FIFY. The cult needs to be dealt with, and when the players decide to uncover and deal with it, *bing* they get a quest--which they define themselves by deciding to take the hook presented to them. The archbishop promises favours, cash, or something in return for prisoners. This is not connected to the quest, which is "deal with the cult," and so the XP award is not connected to the archbishop's request. The treasure that is associated with the XP award is also not connected. The archbishop's request, and the reward associated with it is either another quest entirely, which the PCs may or may not want to take on (and get XP and treasure for), or is a hook planted by the DM to further draw out the story of the cult: why does the archbishop want prisoners? Does he have a hidden agenda? Is it wise to hand over the cult leaders? Now that the DM knows that the players are going to take on the cultist quest, he can write up the cultists and their hideout. The fact that the quest and its associated reward are written down on a card helps to ensure that the PCs won't get distracted and forget that they had intended to go smash the cult if, for example, they're already busy with the local bugbear problem. This means that the DM's work is less likely to go to waste. Rather than the DM railroading PCs using quests and quest cards, the PCs are deciding on a course of action and getting the "rewards" carrot dangled in front of them to get them to follow through on it. [/QUOTE]
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