re: player-driven quests
For those of you who played/play 4e, what do you think of the implementation of player-driven quests? Does it work fine as is (i.e., as a section in the dmg), or would you rather it took some different form? I'm not familiar with these books, but I can imagine that if a game really wants to focus not just on quests but quests that are player driven, it could be more fundamentally integrated into the play advice and mechanics. It's very clear to me how this works in Blades in the Dark, for example, because the mechanics (such as players choosing which type of action they are going to take, being able to manipulate the dice pool in a variety of ways, xp for desperate rolls) match up with the play advice (fall in love with danger for players, asking questions for GMs). So that makes it very clear what player-driven means.
Well, I don't think that it was deeply enough integrated. That is to say, in a mechanical sense it was OK, a quest is rated as an encounter, or part of one, and XP (and thus by implication treasure) is granted. What they consist of, and who can construct them is reasonably well specified too, though it might be a bit less clear as to whether or not a quest MUST require fulfilling some sort of conditions that are additional to anything that might happen anyway. The DMG does say that just clearing a dungeon, for example, "isn't a quest." but finding a magic bow could be (but wouldn't I just get it as treasure anyway, but OK not a problem). So that could be a bit fuzzy in some cases, though erring now and then isn't going to break anything. Frankly I always held that some checks should need to be passed, which is logical, defeating a monster involves some fighting or an SC too (or maybe solving a puzzle).
So, the issue is, when you leave them out, it doesn't break anything! I mean, it breaks the game in a principle sense, but if it also broke it in a mechanical sense, I'd be happier! I like things to be more explicit, when possible.
Separately
Is player-driven gameism ever a thing, or is player empowerment in this way only a feature of Story Now games? There has recently been
some talk in OSR spaces about how the 1e dmg assumed that the DMs worlds would be inhabited by several play-groups worth of characters, all operating in competition with each other. I'm not necessarily charmed by such Gygaxian fundamentalism, but for those interested it would seem to provide a model of dnd play that is both 1. very gameist (especially as it leans into the wargames heritage of the game) and 2. very player driven (as a session isn't even scheduled unless a group of players, who each may have several characters, bring some of them together to work on a particular project).
Well, yeah, Gygax kind of assumes 'Troupe Play" where there are many PCs and they form parties on a fairly ad-hoc basis, vs the more common practice (even back in the '70s) of 'Party Play' where there's just a single party of PCs, at least at any given time. I guess in the former case the players have some kind of freedom to play this guy or that guy, possibly. MAYBE that is part of Gary's obsession with time and space, because it works against that! My feeling is that at least in his games there was Gary, Benevolent Dictator for Life. lol. As I've never seen a living example of this model of play I cannot say how it would work out, that would probably depend on the GM, as its still D&D and they can put their foot down on anything they want to.
Separately Separately
Is 4e as a Story Now game the way it is typically understood, or is that a particular point of view established on these boards? I've mostly heard it referred to as too gameist.
I think the understanding has grown over time. Even WotC seemed to eventually at least grok that people were actually playing it that way at some point. To be honest, I ran a prep-free (almost) 4e for a few years, about 3 campaigns worth. I've read about others here. I haven't SEEN another, but then I don't hang with a lot of D&Ders IRL, and I never actually witnessed a 4e game that I didn't run myself, except online. I didn't get a chance to play a whole lot!