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General Tabletop Discussion
*Pathfinder & Starfinder
Design & Development: Quests
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<blockquote data-quote="Lonely Tylenol" data-source="post: 3915201" data-attributes="member: 18549"><p>That sounds like another good idea. The DM notices that the dungeon crawl is getting boring. The players come across a room full of orcs, and he feels like spicing things up a bit. *ding!* Quest card: Make peaceful contact with these orcs and question them about the dungeon instead of killing them. Reward: they'll tell you something iiiinteresting.</p><p></p><p>Every time the DM throws something like this in, it changes their options. They could probably just sneak up and kill all the orcs. Or, they could lose the element of surprise and take a risk on talking to them, which may or may not work out. The ball is still in the players' court, and they get a reward (CR XP vs. Quest XP) either way.</p><p></p><p>I could also see the quest card system providing what is sometimes called "Lightbulb" or "Idea rolls" in other games (or Nifft's action point rules), where the DM provides some kind of leading hint about something to help the PCs out. If the PCs come across a ruined temple in a dungeon, they might not think too hard about it. There's lots of ruined temples in D&D, right? This is another one. But if, upon finding the temple, they receive "Quest: figure out the origins of the ruined temple," they're given a clue that this location is more important to them than any other random location in the dungeon. They get an XP reward for figuring out why, plus they get whatever benefit the information they uncover might provide (for example, this is a temple dedicated to the same god that the evil cultists seem to be working for. Perhaps this is a clue to locating the cultists).</p><p></p><p>The more I think about this system, the more interesting options and techniques I can imagine using it for.</p></blockquote><p></p>
[QUOTE="Lonely Tylenol, post: 3915201, member: 18549"] That sounds like another good idea. The DM notices that the dungeon crawl is getting boring. The players come across a room full of orcs, and he feels like spicing things up a bit. *ding!* Quest card: Make peaceful contact with these orcs and question them about the dungeon instead of killing them. Reward: they'll tell you something iiiinteresting. Every time the DM throws something like this in, it changes their options. They could probably just sneak up and kill all the orcs. Or, they could lose the element of surprise and take a risk on talking to them, which may or may not work out. The ball is still in the players' court, and they get a reward (CR XP vs. Quest XP) either way. I could also see the quest card system providing what is sometimes called "Lightbulb" or "Idea rolls" in other games (or Nifft's action point rules), where the DM provides some kind of leading hint about something to help the PCs out. If the PCs come across a ruined temple in a dungeon, they might not think too hard about it. There's lots of ruined temples in D&D, right? This is another one. But if, upon finding the temple, they receive "Quest: figure out the origins of the ruined temple," they're given a clue that this location is more important to them than any other random location in the dungeon. They get an XP reward for figuring out why, plus they get whatever benefit the information they uncover might provide (for example, this is a temple dedicated to the same god that the evil cultists seem to be working for. Perhaps this is a clue to locating the cultists). The more I think about this system, the more interesting options and techniques I can imagine using it for. [/QUOTE]
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