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General Tabletop Discussion
*Pathfinder & Starfinder
Design & Development: Quests
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<blockquote data-quote="The Little Raven" data-source="post: 3915336" data-attributes="member: 10095"><p>If new quests in the middle of an adventure isn't allowed, then why does the article explicitly use a new quest for an item found mid-campaign as an example? If there can't be player-based quests, then why do they give an example of three separate players having different objectives concerning the same item?</p><p></p><p></p><p></p><p>Oh noes! The DM might actually want to reward people for delving into content they have worked on. God forbid the DM want to have some kind of control over his game and run it how he chooses!</p><p></p><p></p><p></p><p>Every post I've read you interprets any release of information as a negative. The Quest article basically points out that they're going to be putting <strong>suggestions</strong> (the key word they explicitly use that you ignore, along with the fact that this is basically a refinement of what was already in 2nd ediion) for basing story rewards on encounters/monsters of the appropriate level, so that players will feel rewarded for roleplaying out some kind of social encounter/non-combat task just as they would for killing some ogres. But, you choose to interpret it as "We are forcing you to put narrow objectives with single solutions despite what you, as a DM, might want to do with your game."</p><p></p><p></p><p></p><p>Player-based goals are given as examples, very clearly, in the article. If plainly given examples aren't evidence, then no amount of evidence will convince you otherwise.</p></blockquote><p></p>
[QUOTE="The Little Raven, post: 3915336, member: 10095"] If new quests in the middle of an adventure isn't allowed, then why does the article explicitly use a new quest for an item found mid-campaign as an example? If there can't be player-based quests, then why do they give an example of three separate players having different objectives concerning the same item? Oh noes! The DM might actually want to reward people for delving into content they have worked on. God forbid the DM want to have some kind of control over his game and run it how he chooses! Every post I've read you interprets any release of information as a negative. The Quest article basically points out that they're going to be putting [b]suggestions[/b] (the key word they explicitly use that you ignore, along with the fact that this is basically a refinement of what was already in 2nd ediion) for basing story rewards on encounters/monsters of the appropriate level, so that players will feel rewarded for roleplaying out some kind of social encounter/non-combat task just as they would for killing some ogres. But, you choose to interpret it as "We are forcing you to put narrow objectives with single solutions despite what you, as a DM, might want to do with your game." Player-based goals are given as examples, very clearly, in the article. If plainly given examples aren't evidence, then no amount of evidence will convince you otherwise. [/QUOTE]
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