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New Dungeoncraft: The Dungeons of Greenbrier Chasm
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<blockquote data-quote="helium3" data-source="post: 4054508" data-attributes="member: 31301"><p>Sure. I don't really have a problem with the existence of a "Quest" mechanism per se.</p><p></p><p>That being said, my own personal group situation would likely preclude me from using it if it works similarly to how the Quest Cards are described.</p><p></p><p>Simply put, by the time the mantle of DM was transferred to me my group had gotten so "trained" to think with the "The DM is Running Expedition to X" mindest that they were, at first, nearly incapable of deciding what they wanted to do if I didn't hit them over the head with plot hooks. Ideally, I'd like to get to the point where the players can make decisions about what they want their characters to do simply based on what they know is going on in the "world." Handing out cards that define "quests" wouldn't work because I'd yet again be codifying what it is that the characters are supposed to be doing.</p><p></p><p>But that's my own personal thing. I don't have a problem with the Quest mechanism unless it's somehow hardwired into the rules in a way that forces me to use it. I can't even begin to imagine how that would happen, though.</p></blockquote><p></p>
[QUOTE="helium3, post: 4054508, member: 31301"] Sure. I don't really have a problem with the existence of a "Quest" mechanism per se. That being said, my own personal group situation would likely preclude me from using it if it works similarly to how the Quest Cards are described. Simply put, by the time the mantle of DM was transferred to me my group had gotten so "trained" to think with the "The DM is Running Expedition to X" mindest that they were, at first, nearly incapable of deciding what they wanted to do if I didn't hit them over the head with plot hooks. Ideally, I'd like to get to the point where the players can make decisions about what they want their characters to do simply based on what they know is going on in the "world." Handing out cards that define "quests" wouldn't work because I'd yet again be codifying what it is that the characters are supposed to be doing. But that's my own personal thing. I don't have a problem with the Quest mechanism unless it's somehow hardwired into the rules in a way that forces me to use it. I can't even begin to imagine how that would happen, though. [/QUOTE]
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