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General Tabletop Discussion
*TTRPGs General
How I got rid of the 5-minute adventure day and nova-resting
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<blockquote data-quote="Duncan Haldane" data-source="post: 4585451" data-attributes="member: 514"><p>It would be more video-game-y if the people/items with quests had a <span style="font-family: 'Arial Black'"><span style="font-size: 22px"><span style="color: Yellow">!</span></span></span> floating above them, and a <span style="font-family: 'Arial Black'"><span style="font-size: 22px"><span style="color: Yellow">?</span></span></span> when you came to get your reward.</p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Actually it sounds ok, a little forced. I would try to make sure that there are consequences to quests they didn't do, but that might come about the next time they go to choose their quest.</p><p></p><p>Don't be afraid to try an occasional twist </p><p>- for instance, the false quest that leads you to the real quest inside. (eg, you have a quest to recover the widget, nothing very significant. But when you get inside the dungeon where the widget is you discover someone significant wounded in the dungeon who needs help getting out).</p><p>- Or the two quests that cross over (eg the iron golem is going to be used to stop the healer-girl getting to the front lines).</p><p>- And then you could even try the "you can do BOTH these quests at once if you are clever" scenario - eg, if you manage to recover the giant mount of doom you could ride him back in time to make it to the ball...</p><p></p><p>That's just a couple I've thought of. While it's good to get your players to recognise the adventure and work towards it, sometimes you need to throw them a curveball so that they will grow as players. But too many curveballs and that becomes the standard, so be careful.</p><p></p><p>Duncan</p></blockquote><p></p>
[QUOTE="Duncan Haldane, post: 4585451, member: 514"] It would be more video-game-y if the people/items with quests had a [FONT="Arial Black"][SIZE="6"][COLOR="Yellow"]![/COLOR][/SIZE][/FONT] floating above them, and a [FONT="Arial Black"][SIZE="6"][COLOR="Yellow"]?[/COLOR][/SIZE][/FONT] when you came to get your reward. ;) Actually it sounds ok, a little forced. I would try to make sure that there are consequences to quests they didn't do, but that might come about the next time they go to choose their quest. Don't be afraid to try an occasional twist - for instance, the false quest that leads you to the real quest inside. (eg, you have a quest to recover the widget, nothing very significant. But when you get inside the dungeon where the widget is you discover someone significant wounded in the dungeon who needs help getting out). - Or the two quests that cross over (eg the iron golem is going to be used to stop the healer-girl getting to the front lines). - And then you could even try the "you can do BOTH these quests at once if you are clever" scenario - eg, if you manage to recover the giant mount of doom you could ride him back in time to make it to the ball... That's just a couple I've thought of. While it's good to get your players to recognise the adventure and work towards it, sometimes you need to throw them a curveball so that they will grow as players. But too many curveballs and that becomes the standard, so be careful. Duncan [/QUOTE]
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How I got rid of the 5-minute adventure day and nova-resting
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