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Giving up on the Quest
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<blockquote data-quote="Stormborn" data-source="post: 3617180" data-attributes="member: 14041"><p>It seems like most of the DnD games my group plays involve, whether the PCs/players know it initially or not, a Quest (capitol Q) of some kind. IOW there is an end goal that will eventually be revealed and one or several ways to accomplish it. It might be destroy an artifact, recover an artifact, defeat a specific person/group, stop an invasion or other calamity, etc. It doesn’t matter if its pure homebrew or prewritten module or what, there is always a Quest.</p><p></p><p>I'm a little tired of it.</p><p></p><p>I realize that other people probably play this way all the time, but the next time I run a campaign (which will likely be a few months) I intended to have the players start out as 1st level characters in a very simple setting with little details fleshed out beyond what they absolutely need to know. Things will happen to challenge them, but there will be no Quest. The goblins that raid the livestock aren't going to be the vanguard of an invading horde, the corrupt mayor isn’t going be the pawn of a secret society, and the world isn’t about to end.</p><p></p><p>I want the game to be player driven and PC focused. With that in mind I am going to implement some other things (setting classes and races ranked by rarity so that players can be pretty much whatever they want but they have to have a good reason for it; no high level NPCs and no such thing as "adventurers"; in game reasons for the PCs to be unique; limited access to magic items so that wealth can be spent on more than just adventuring gear; campaign level cap with slower progression to maintain that "Sweet spot" for the group; PCs tied to the setting by family, relationships, history,etc.) but my goal is to make it about the players being proactive, making decisions about what they want to be and do, and how it affects their tiny corner of the world. If the PCs go on a quest it will be because they decide to do so.</p><p></p><p>So my questions:</p><p></p><p>Do you ever feel this way?</p><p>What have you done about it?</p><p>How would you run a game that encourages players to be proactive, and how do you teach them to be that way if they say they want to be but do not know how?</p></blockquote><p></p>
[QUOTE="Stormborn, post: 3617180, member: 14041"] It seems like most of the DnD games my group plays involve, whether the PCs/players know it initially or not, a Quest (capitol Q) of some kind. IOW there is an end goal that will eventually be revealed and one or several ways to accomplish it. It might be destroy an artifact, recover an artifact, defeat a specific person/group, stop an invasion or other calamity, etc. It doesn’t matter if its pure homebrew or prewritten module or what, there is always a Quest. I'm a little tired of it. I realize that other people probably play this way all the time, but the next time I run a campaign (which will likely be a few months) I intended to have the players start out as 1st level characters in a very simple setting with little details fleshed out beyond what they absolutely need to know. Things will happen to challenge them, but there will be no Quest. The goblins that raid the livestock aren't going to be the vanguard of an invading horde, the corrupt mayor isn’t going be the pawn of a secret society, and the world isn’t about to end. I want the game to be player driven and PC focused. With that in mind I am going to implement some other things (setting classes and races ranked by rarity so that players can be pretty much whatever they want but they have to have a good reason for it; no high level NPCs and no such thing as "adventurers"; in game reasons for the PCs to be unique; limited access to magic items so that wealth can be spent on more than just adventuring gear; campaign level cap with slower progression to maintain that "Sweet spot" for the group; PCs tied to the setting by family, relationships, history,etc.) but my goal is to make it about the players being proactive, making decisions about what they want to be and do, and how it affects their tiny corner of the world. If the PCs go on a quest it will be because they decide to do so. So my questions: Do you ever feel this way? What have you done about it? How would you run a game that encourages players to be proactive, and how do you teach them to be that way if they say they want to be but do not know how? [/QUOTE]
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