One quest each

The Repeat Minor Quest

Interesting comments, by the way.

Okay, what it the DM hands out one minor quest to each player and sets it on repeat? Once the quest is fulfilled the character starts the same quest over again.

* Visit a new country (for the explorer type character)

* Catch a criminal warlock (for the inquisitors out there)

* Make a successful break in (for any burglars)
 

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Rex Blunder said:
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.
Hmm. Maybe it could work. Both players get rewarded for playing out an interesting story. The trick is to rule this in a way to have the players not just saying "you know, we get XP either way. I'll tell you my secret identity! I am Rumpelstilzchen!" "Cool! DM, give us the XP!"
Maybe there should be a secondary reward - Player A's character gets money if he reveals the secret identity, and Player B's character has better options as long as his secret identity stays secret...)
 

I ran Keep on the Shadowfell yesterday. The adventures has several quests but they are all presented as Plot Hooks to get the players to the town of Winterhaven. What I did was give three different players 1 quest each that "motivated" them to go to Winterhaven. What they did from there was all their own doing. They accomplished 2 of them before we had to end the game.

So giving quest to individual players is not a bad idea. However, giving them opposing quests is probably not a good way of promoting team work.
 


Nice idea. You can also make things much easier on yourself by using their imaginations as well; sometimes they see connections that you haven't though about and if they are cool enough, you can steal them. They don't know that you didn't have it planned from the beginning ;)
 

Frostmarrow said:
Interesting comments, by the way.

Okay, what it the DM hands out one minor quest to each player and sets it on repeat? Once the quest is fulfilled the character starts the same quest over again.

* Visit a new country (for the explorer type character)

* Catch a criminal warlock (for the inquisitors out there)

* Make a successful break in (for any burglars)

I like this idea.
 

Why not let the players come up with personal agendas as quest goals? Just let them come up with:

1. An imminent goal that can be solved/reached within 2 sessions.

2. Greater goal that might be somewhat abstract and demand 5-6 sessions to reach. Prestige class (paragon path) or affiliation with some greater force...

3. Final goal that is the end of the characters story. Depending on what kind of campaign you are playing, anything from king of the country to laying siege on hell and slaying the archdevil..

Allowing the players to do the work is usually the best way. Occam's razor and all of that... ;)
 

DC Heroes from Mayfair games has a mechanic for getting XP (Hero Points) through subplots that translates pretty well to any XP system.

"A subplot tells a story which is secondary to the adventure, but important to the Players' Characters."
"Subplots give Players a chance to deal with other aspects of their Characters, apart from bashing villains..."
"Subplots can be light-hearted or serious, short stories or continuing sagas."
"Subplots allow the story lines in a campaign to be developed between the GM and the Players in a way which is unusual in role-playing games."
"Subplots get Players to speculate about their Characters' personalities and to initiate new story situations, rather than just react to situations the GM poses for them."
(DC Heroes Role Playing Game, Third Edition)

Either the player or GM can suggest a subplot and if the GM agrees with the players idea (as is or with some negotiation) or the player likes the GM's idea (players and GMs both have the right to "pull the plug" on a subplot at any time if it ceases to be fun) the subplot would get greenlighted and either woven into the story or run outside the framework of the story arc. Anyone who participates in a subplot with the character it affects gets the same XP (Hero Point) reward, so some subplots can involve everyone or a few players (nice for when you're nearing a critical point in your main story arc and a couple people can't make a session).

It's a nine-page chapter in the DC Heroes book (and might be in the super hero book that was published after DC Heroes that uses the same system - Blood of Heroes).
 

I'm all for helping newbie DMs, but if this quest section is an example of the "OMG the new DMG is all kinds of awesome", color me unimpressed. I keep reading things like this and think, "This is new? This is worthy of an edition change?"
 

Azgulor said:
I'm all for helping newbie DMs, but if this quest section is an example of the "OMG the new DMG is all kinds of awesome", color me unimpressed. I keep reading things like this and think, "This is new? This is worthy of an edition change?"
In short: "Yes".

Longer: Well, if that was the only thing they did...
 

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