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Redefining the Dungeon
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<blockquote data-quote="bert1000" data-source="post: 5336691" data-attributes="member: 29013"><p></p><p> </p><p><span style="font-family: 'Verdana'">A little late to elaborate here LostSoul, but I think Quest XP only will help with a lot of the issues around player expectations.</span></p><p> </p><p><span style="font-family: 'Verdana'">In several games I have DMed, I decided to do away with combat XP, skill challenge XP, etc. and only award XP for the completion of "quests". The party may have several major quests (should take several sessions to complete) and one minor quest (should be obtainable by the end of a single session) "active". The minor quest agreed upon at the begining of every session is directly related to furthering the goal of a major quest. All quests are agreed upon jointly by players and DM, and can be changed if interests change. </span></p><p> </p><p><span style="font-family: 'Verdana'">You might think that this creates an artificial atmosphere, but it has done just the opposite -- the players/PCs seem to act in a much more believably motivated fashion!</span></p><p> </p><p><span style="font-family: 'Verdana'">Players/PCs are now pursuing a goal and not an activity. For example, major quest = discover who poisoned the duke, minor quest = question the duke's uncle who has locked himself inside his castle grounds.</span></p><p> </p><p><span style="font-family: 'Verdana'">The Players/PCs will get XP when /if they question the duke regardless of whether they fight their way through, sneak in, lure him out in the open, etc. This promotes player creativity and doesn’t preference one solution over another.</span></p><p> </p><p><span style="font-family: 'Verdana'">Also, directly related to the posts above, this allows the DM to "fairly" have situations where the PCs will likely fail if they take the straight up fighting route. </span></p><p> </p><p><span style="font-family: 'Verdana'">Combining this XP system with more open ended "dungeon" design like the OP referenced should create some interesting sessions.</span></p></blockquote><p></p>
[QUOTE="bert1000, post: 5336691, member: 29013"] [FONT=Verdana][/FONT] [FONT=Verdana] [/FONT] [FONT=Verdana]A little late to elaborate here LostSoul, but I think Quest XP only will help with a lot of the issues around player expectations.[/FONT] [FONT=Verdana] [/FONT] [FONT=Verdana]In several games I have DMed, I decided to do away with combat XP, skill challenge XP, etc. and only award XP for the completion of "quests". The party may have several major quests (should take several sessions to complete) and one minor quest (should be obtainable by the end of a single session) "active". The minor quest agreed upon at the begining of every session is directly related to furthering the goal of a major quest. All quests are agreed upon jointly by players and DM, and can be changed if interests change. [/FONT] [FONT=Verdana] [/FONT] [FONT=Verdana]You might think that this creates an artificial atmosphere, but it has done just the opposite -- the players/PCs seem to act in a much more believably motivated fashion![/FONT] [FONT=Verdana] [/FONT] [FONT=Verdana]Players/PCs are now pursuing a goal and not an activity. For example, major quest = discover who poisoned the duke, minor quest = question the duke's uncle who has locked himself inside his castle grounds.[/FONT] [FONT=Verdana] [/FONT] [FONT=Verdana]The Players/PCs will get XP when /if they question the duke regardless of whether they fight their way through, sneak in, lure him out in the open, etc. This promotes player creativity and doesn’t preference one solution over another.[/FONT] [FONT=Verdana] [/FONT] [FONT=Verdana]Also, directly related to the posts above, this allows the DM to "fairly" have situations where the PCs will likely fail if they take the straight up fighting route. [/FONT] [FONT=Verdana] [/FONT] [FONT=Verdana]Combining this XP system with more open ended "dungeon" design like the OP referenced should create some interesting sessions.[/FONT] [/QUOTE]
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