MindWanderer
First Post
The thing that's interesting, although it isn't new news, is that you're encouraged to "assign" quests to get your players to do certain things. For instance, I was in an RPGA game recently where we went into the dungeon and by chance went straight to the plot-based goal. We didn't explore the rest of the dungeon and missed out on XP and loot.
Now there's a way to discourage that kind of behavior. The DM can assign a quest bonus for clearing out each dungeon, or he can drop a minor quest hint in down ("an orc stole my baby's rattle!") to make them stick around longer.
Is that a good thing? I'm not sure. It wastes less of the DM's prep time, but it also railroads. I bet few players will say "screw the quest reward, we'll go do something else." That constrains their actions considerably.
Now there's a way to discourage that kind of behavior. The DM can assign a quest bonus for clearing out each dungeon, or he can drop a minor quest hint in down ("an orc stole my baby's rattle!") to make them stick around longer.
Is that a good thing? I'm not sure. It wastes less of the DM's prep time, but it also railroads. I bet few players will say "screw the quest reward, we'll go do something else." That constrains their actions considerably.