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Design & Development: Quests
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<blockquote data-quote="Reynard" data-source="post: 3916355" data-attributes="member: 467"><p>The wanted poster is a plo hook. the PCs wander into town, heading for the nearest tavern as they are wont to do, and they see the sign. The players say, "hey look, a plot hook!" and they decide whether or not they'll bite. The task comes in when they do some talking, find out that the Archbishop is the one with the concern over the spies, and they go to him and he offers them a specific reward (100 gp and this shiny sword) for a specific task (bring them to me, alive). That is an in-game task and reward and it works just fine. When dealing with the spies, making a decision about whether or not to complete that task has only in-game consequences: no 100 gp or shiny sword if they decide to kill them all, or join them, or sell them out to someone else or whatever. There's no meta game XP rward gained or lost, because what the players decide to do, how they want to run their characters in the context of the scenario as presented, is the determinate of XP gain.</p><p></p><p></p><p></p><p>If so inclined, I might tack a "story award" on to the entire situation (it depends on the type of campaign and what sort of play I am trying to promote). However, I would not apply different story awards for bringing them in alive or destroying the cell in its entirety or joining up with them. Telling the players what to do and how to engage the scenario is not my job.</p></blockquote><p></p>
[QUOTE="Reynard, post: 3916355, member: 467"] The wanted poster is a plo hook. the PCs wander into town, heading for the nearest tavern as they are wont to do, and they see the sign. The players say, "hey look, a plot hook!" and they decide whether or not they'll bite. The task comes in when they do some talking, find out that the Archbishop is the one with the concern over the spies, and they go to him and he offers them a specific reward (100 gp and this shiny sword) for a specific task (bring them to me, alive). That is an in-game task and reward and it works just fine. When dealing with the spies, making a decision about whether or not to complete that task has only in-game consequences: no 100 gp or shiny sword if they decide to kill them all, or join them, or sell them out to someone else or whatever. There's no meta game XP rward gained or lost, because what the players decide to do, how they want to run their characters in the context of the scenario as presented, is the determinate of XP gain. If so inclined, I might tack a "story award" on to the entire situation (it depends on the type of campaign and what sort of play I am trying to promote). However, I would not apply different story awards for bringing them in alive or destroying the cell in its entirety or joining up with them. Telling the players what to do and how to engage the scenario is not my job. [/QUOTE]
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