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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 5108411" data-attributes="member: 710"><p>That's a good suggestion, I like that.</p><p></p><p>Seriously, if that adventure needs to cover 3 levels and all you have are two dungeons to work with, considering "cheating". Use skill challenges and many high value Quests for extra awards. </p><p></p><p>Maybe an approach here would be: Every time the PCs gather important information, meet a crucial NPC, or make an important decision (preferably one that changes the adventure in a meaningful way and not favoring one in the design of the adventure), this could be a Quest. </p><p>- PCs interrogated Luisa Krause: Minor Quest.</p><p>- PCs discover that the Mayor has been replaced by a Changling: Major Quest. </p><p>- PCs convince the Kobolds to rebel against Irontooth: Major Quest</p><p>- PCs kill all Kobolds serving Irontooth: Major Quest</p><p>- PCs steal the Red Dragon's hoard while he's absent: Major Quest</p><p>- PCs kill the Red Dragon: Minor Quest</p><p>- PCs found the great Kobold Waterfalls: Minor Quest</p><p></p><p>The players might be unaware such a quest existed, but still quests provide the "mechanical framework" - a justification, so to speak - to give XP for stuff that's not combat. It allows you to keep the desired progression rates without forcing a great combat density. You can reward stuff that is not just combat-combat-combat. The last example with the waterfall could be a reward just for exploration - and whatever a game rewards will become what the players want to do. Even in a dungeon-heavy adventure, this can make a difference, as the PCs are driven to explore the dungeon and discover features, even if they don't help stop the evil ritualist or drive the kobolds out of the region.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 5108411, member: 710"] That's a good suggestion, I like that. Seriously, if that adventure needs to cover 3 levels and all you have are two dungeons to work with, considering "cheating". Use skill challenges and many high value Quests for extra awards. Maybe an approach here would be: Every time the PCs gather important information, meet a crucial NPC, or make an important decision (preferably one that changes the adventure in a meaningful way and not favoring one in the design of the adventure), this could be a Quest. - PCs interrogated Luisa Krause: Minor Quest. - PCs discover that the Mayor has been replaced by a Changling: Major Quest. - PCs convince the Kobolds to rebel against Irontooth: Major Quest - PCs kill all Kobolds serving Irontooth: Major Quest - PCs steal the Red Dragon's hoard while he's absent: Major Quest - PCs kill the Red Dragon: Minor Quest - PCs found the great Kobold Waterfalls: Minor Quest The players might be unaware such a quest existed, but still quests provide the "mechanical framework" - a justification, so to speak - to give XP for stuff that's not combat. It allows you to keep the desired progression rates without forcing a great combat density. You can reward stuff that is not just combat-combat-combat. The last example with the waterfall could be a reward just for exploration - and whatever a game rewards will become what the players want to do. Even in a dungeon-heavy adventure, this can make a difference, as the PCs are driven to explore the dungeon and discover features, even if they don't help stop the evil ritualist or drive the kobolds out of the region. [/QUOTE]
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