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<blockquote data-quote="D'karr" data-source="post: 6586457" data-attributes="member: 336"><p>Of course quests can be initiated/imposed by the DM. Whether a player wants to engage with the quest or not is still their decision. That is why it is better for the quest parameters to be "negotiated" up front between the players and DM.</p><p></p><p>In my current game Major and Minor Quests have been initiated by both players and DM. The differentiation between Major or Minor is simply one of effort (game time). For our group a Major Quest usually takes 3-5 game sessions (30-50 hours), a Minor Quest can be handled in 1 session or less (less than 10 hours). So when the tiefling warlock was infected with a major curse and she wanted to find a cure (minor quest player initiated), we spent about one session on stuff dealing with that side trek. When the group was hired to rescue the daughter of an influential NPC (Major Quest DM initiated), we spent about 2 sessions on the investigation, travel, complications, and rescue. The discovery of a major slave trading organization triggered a second Major Quest also DM initiated. However, at the same time the party had made a major enemy during the minor quest for the cure, and now there was a second major quest on the table that was player initiated. They decided to go for the slavers (about 2 sessions), and made more enemies along the way. One of the enemies turned out to be the sister of one of the PCs (backstory work between DM, and player), and she was one of the Slave Lords that was able to escape obliteration. Now there is a major quest to destroy her (completely player initiated).</p><p></p><p>Quests are much better when they emerge naturally from play. Sometimes the DM puts the initial premise on the table, and sometimes it is entirely up to the players. The point is that someone has to get the ball rolling. As DM I view it as my responsibility to not "hide the fun." Meandering around the vastness of the world looking for something to do with nothing happening is a surefire way to boredom. We don't play together to be bored. Thankfully my players never disappoint. I would say my games are about 10-25% my ideas for quests and the rest is all player decided. Usually when we start a campaign most of the ideas rest on me as I'm getting the ball rolling, but once the players have gotten comfortable with the campaign premise, the other PCs, and the world around them it totally shifts, and most of the inspiration for things comes from them.</p></blockquote><p></p>
[QUOTE="D'karr, post: 6586457, member: 336"] Of course quests can be initiated/imposed by the DM. Whether a player wants to engage with the quest or not is still their decision. That is why it is better for the quest parameters to be "negotiated" up front between the players and DM. In my current game Major and Minor Quests have been initiated by both players and DM. The differentiation between Major or Minor is simply one of effort (game time). For our group a Major Quest usually takes 3-5 game sessions (30-50 hours), a Minor Quest can be handled in 1 session or less (less than 10 hours). So when the tiefling warlock was infected with a major curse and she wanted to find a cure (minor quest player initiated), we spent about one session on stuff dealing with that side trek. When the group was hired to rescue the daughter of an influential NPC (Major Quest DM initiated), we spent about 2 sessions on the investigation, travel, complications, and rescue. The discovery of a major slave trading organization triggered a second Major Quest also DM initiated. However, at the same time the party had made a major enemy during the minor quest for the cure, and now there was a second major quest on the table that was player initiated. They decided to go for the slavers (about 2 sessions), and made more enemies along the way. One of the enemies turned out to be the sister of one of the PCs (backstory work between DM, and player), and she was one of the Slave Lords that was able to escape obliteration. Now there is a major quest to destroy her (completely player initiated). Quests are much better when they emerge naturally from play. Sometimes the DM puts the initial premise on the table, and sometimes it is entirely up to the players. The point is that someone has to get the ball rolling. As DM I view it as my responsibility to not "hide the fun." Meandering around the vastness of the world looking for something to do with nothing happening is a surefire way to boredom. We don't play together to be bored. Thankfully my players never disappoint. I would say my games are about 10-25% my ideas for quests and the rest is all player decided. Usually when we start a campaign most of the ideas rest on me as I'm getting the ball rolling, but once the players have gotten comfortable with the campaign premise, the other PCs, and the world around them it totally shifts, and most of the inspiration for things comes from them. [/QUOTE]
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