One quest each


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As long as the players like their given quests.

I'm a sandbox type of DM. But instead of quests for each player, I have multiple group quests available and then work with the players off-screen to come up with possible player quests.
 

Doesn't even need to be intrigue based, you could even do that when the goals are reasonably cooperative. I was thinking of doing something like that myself, maybe even adding new ones as the game went on.

I'd probably end up giving everyone the xp for a completed personal quest though, because inevitably some of the quests would turn out to be harder or easier or more frequent then others and I wouldn't want some players to feel shafted.
 

The rules actually specify that the experience be split evenly.

Which, come to think of it, is not a great match for a campaign where quests are secret and atcrosspurposes. "Player A tricked Player B into revealing his identity! That's 100 XP for player A and 100 xp for player B!" So perhaps my Mafia campaign setting will have to wait.
 


Frostmarrow said:
What if the DM hands out one quest to each player and then sits back and watch how the group handles multiple threads?

Then he has discovered the Lazy DM's Path To Enlightenment, and deserves many kudos.
 


I'll just continue doing it like I did it in 3E:
While the pcs are travelling along they'll pick up several new adventure hooks (in 4E speak: quests). The players decide which ones interest them most and follow up on them.

Sometimes several hooks will (eventually) lead to the same adventure (i.e. main quests), sometimes they'll lead to side quests (minor quests).
 

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