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General Tabletop Discussion
*Pathfinder & Starfinder
Design & Development: Quests
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<blockquote data-quote="Aenghus" data-source="post: 3915112" data-attributes="member: 2656"><p>Before, I played in a Return to the Temple of Elemental Evil campaign. After overextending ourselves at one point early in the mines, the party focused on a systematic room-by-room clearance of the dungeon, retreating before resources fell low.</p><p></p><p>This slow and steady approach proved to be the best way to balance experience gain and survival. And there was roleplaying, and interparty issues. But the constant grinding could get monotonous. </p><p></p><p>I see the quest mechanic as providing an xp incentive to do activities other than just kill monsters as efficiently as possible and taking their stuff. The stuff that stories are made of. Taking prisoners, making deals with npcs, being inquisitive. </p><p></p><p>Every game is an exercise in communication. Most railroading issues are due to bad communication within a group. I think the dangers of the quest mechanic and the quest card suggestion are being exaggerated here.</p></blockquote><p></p>
[QUOTE="Aenghus, post: 3915112, member: 2656"] Before, I played in a Return to the Temple of Elemental Evil campaign. After overextending ourselves at one point early in the mines, the party focused on a systematic room-by-room clearance of the dungeon, retreating before resources fell low. This slow and steady approach proved to be the best way to balance experience gain and survival. And there was roleplaying, and interparty issues. But the constant grinding could get monotonous. I see the quest mechanic as providing an xp incentive to do activities other than just kill monsters as efficiently as possible and taking their stuff. The stuff that stories are made of. Taking prisoners, making deals with npcs, being inquisitive. Every game is an exercise in communication. Most railroading issues are due to bad communication within a group. I think the dangers of the quest mechanic and the quest card suggestion are being exaggerated here. [/QUOTE]
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Design & Development: Quests
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