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*Pathfinder & Starfinder
Design & Development: Quests
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<blockquote data-quote="Lonely Tylenol" data-source="post: 3915840" data-attributes="member: 18549"><p>I seriously don't see how you could write the quest system in such a way that the DM couldn't say, "you want to go rescue the bard that the lizardmen dragged off? Okay. Let's make it a minor quest, level 5." Explain to us how they can write a system that prevents the DM and players from running a sandbox game in which quests are assigned as the opportunities for quests come up. What measures would they have to write in to cause the system to fail to operate if players say "I want to have a quest based on finding my long-lost father"? All the DM has to say is "okay." If the DM says "no," then it's not a problem with the quest system, it's a problem with the DM.</p><p></p><p></p><p>This is utterly amazing. I think I might keep it for posterity.</p><p></p><p></p><p>I haven't. Guess your carefully considered argument collapses like a house of cards, eh? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> </p><p></p><p></p><p>Do you really need to be told to do something before you'll do it? I really don't know what to say about that.</p><p></p><p>Anyway, why can't a player create his own goals? What possible reason, other than the DM being a nay-sayer, would prevent it? Is there going to be a line in the DMG that says "the player can't create his own goals"? Even in the laughably improbable scenario in which this is the case, wouldn't we just ignore it and allow players to make up their own goals because that would be cool, get the players involved in the game, and make it more fun for everyone? So isn't the whole question of whether players are supposed to come up with quests or not completely irrelevent? Can we please just get on with coming up with cool ideas for quests now?</p></blockquote><p></p>
[QUOTE="Lonely Tylenol, post: 3915840, member: 18549"] I seriously don't see how you could write the quest system in such a way that the DM couldn't say, "you want to go rescue the bard that the lizardmen dragged off? Okay. Let's make it a minor quest, level 5." Explain to us how they can write a system that prevents the DM and players from running a sandbox game in which quests are assigned as the opportunities for quests come up. What measures would they have to write in to cause the system to fail to operate if players say "I want to have a quest based on finding my long-lost father"? All the DM has to say is "okay." If the DM says "no," then it's not a problem with the quest system, it's a problem with the DM. This is utterly amazing. I think I might keep it for posterity. I haven't. Guess your carefully considered argument collapses like a house of cards, eh? :p Do you really need to be told to do something before you'll do it? I really don't know what to say about that. Anyway, why can't a player create his own goals? What possible reason, other than the DM being a nay-sayer, would prevent it? Is there going to be a line in the DMG that says "the player can't create his own goals"? Even in the laughably improbable scenario in which this is the case, wouldn't we just ignore it and allow players to make up their own goals because that would be cool, get the players involved in the game, and make it more fun for everyone? So isn't the whole question of whether players are supposed to come up with quests or not completely irrelevent? Can we please just get on with coming up with cool ideas for quests now? [/QUOTE]
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