Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Design & Development: Quests
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Reynard" data-source="post: 3915813" data-attributes="member: 467"><p>There's a big difference between "ultimate authority" and "ultimate arbiter". With the latter, I agree with you. Part of the contract that is written when you sit down to play a game is that the DM will, to the best of his or her ability, arbitrate play in a fair and unbiased (whether in regards to his world, his NPCs, a particular PC, his adventure story, or what have you) fashion.</p><p></p><p>But the DM isn't the "ultimate authority". it is his table, but it is everyone's game. he has the right and the responsibility to design scenarios for the PCs, but how those scenarios are engaged and dealth with is the right and the responsibility of the players. Just as it is bad Play to throw off every adventure hook just to upset the DM's preparation, it is bad DMing to restrict the choices of the players in regards to the adventures he creates.</p><p></p><p>In the context of the subject of this thread, it isn't that the DM designs or chooses "quests" that concerns me, or that those quests come with a "story award" associated with them, above and beyond the rewards gained during play. It is that the way the system is described by Mearls (very directly and with little ambiguation, I might add), those quest rewards are not dependent upon vague goal settings ("There are evil spies in Hommlett; deal with them.") but very specific victory conditions ("Bring them alive before the Archbishop.")</p><p></p><p>And while I agree with Grog that his example is railroading, it is a rather extreme example and hardly the only way to railroad. The reason I call this Quest system, as described by Mearls, railroading is simply that XP is the primary motivator in play, and witholding XP unless the players prop up the DM's predetermined outcome is, in fact, railroading. It is different than putting landslides across every path but the "right one", certainly, but only insofar as it is less subtle. Instead of saying "You can't do this" it says "You can do this, but you aren't going to get bonus XP for it."</p><p></p><p>All in all, I think the idea of providing beginning DM's with a guideline for how to award XP for achieving certain goals is a good one. However, if the final result looks anything like Mearls' explanation or is invested with his philosophy behind the design, what it will do is limit the one thing that is unique and wonderful about table top RPGs -- freedom for the players to do what they wish and go where they wish in the context of the agreed upon setting/campaign/adventure framework.</p></blockquote><p></p>
[QUOTE="Reynard, post: 3915813, member: 467"] There's a big difference between "ultimate authority" and "ultimate arbiter". With the latter, I agree with you. Part of the contract that is written when you sit down to play a game is that the DM will, to the best of his or her ability, arbitrate play in a fair and unbiased (whether in regards to his world, his NPCs, a particular PC, his adventure story, or what have you) fashion. But the DM isn't the "ultimate authority". it is his table, but it is everyone's game. he has the right and the responsibility to design scenarios for the PCs, but how those scenarios are engaged and dealth with is the right and the responsibility of the players. Just as it is bad Play to throw off every adventure hook just to upset the DM's preparation, it is bad DMing to restrict the choices of the players in regards to the adventures he creates. In the context of the subject of this thread, it isn't that the DM designs or chooses "quests" that concerns me, or that those quests come with a "story award" associated with them, above and beyond the rewards gained during play. It is that the way the system is described by Mearls (very directly and with little ambiguation, I might add), those quest rewards are not dependent upon vague goal settings ("There are evil spies in Hommlett; deal with them.") but very specific victory conditions ("Bring them alive before the Archbishop.") And while I agree with Grog that his example is railroading, it is a rather extreme example and hardly the only way to railroad. The reason I call this Quest system, as described by Mearls, railroading is simply that XP is the primary motivator in play, and witholding XP unless the players prop up the DM's predetermined outcome is, in fact, railroading. It is different than putting landslides across every path but the "right one", certainly, but only insofar as it is less subtle. Instead of saying "You can't do this" it says "You can do this, but you aren't going to get bonus XP for it." All in all, I think the idea of providing beginning DM's with a guideline for how to award XP for achieving certain goals is a good one. However, if the final result looks anything like Mearls' explanation or is invested with his philosophy behind the design, what it will do is limit the one thing that is unique and wonderful about table top RPGs -- freedom for the players to do what they wish and go where they wish in the context of the agreed upon setting/campaign/adventure framework. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Design & Development: Quests
Top