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<blockquote data-quote="Manbearcat" data-source="post: 6180898" data-attributes="member: 6696971"><p>I'm going to do my best to explain this with a wee bit of brevity (even though it probably deserves a considerably more thorough post...unfortunately, I haven't the time or mental energy). For expansion I'm going to include <a href="http://www.wizards.com/dnd/Article.aspx?x=dnd/4ex/20080516b" target="_blank">this long article</a> on the philosophy behind formalized Quest XP. Its long, its detailed, and it directly addresses your query. There is some stuff in there that would be extremely contentious, provocative or potentially incendiary to the point of "edition warrey". I've got no problem with it and I find it to be a fair and sound assessment but if I wrote those things verbatim on these boards it may illicit moderator warning.</p><p></p><p>To sum up the main difference between AD&D "Story Awards" and 4e Quests:</p><p></p><p>- Formalized versus ad hoc/optional bolt-on. This is a mechanical progression/incentive tool that is a fundamental, core assumption.</p><p>- Transparent to players and specific versus opaque, GM-side and nebulous/meandering. This means the players are "signaling" the GM rather than the GM trying to hook the players. The players are "queuing up the content" by telling the GM specifically what thematic interests/tropes they specifically expect to engage and resolve.</p><p></p><p>In 4e, they are formalized rewards as a means to incentivize and progress. Further, they are precise, transparent signals (either player-side outright or negotiated and out in the open) to the GM by which play is thematically, coherently guided. Whats more, (unless you're playing outright Pawn stance...which is certainly achievable) at each Tier of play there is an expectation of PC build make-up being in line with the formulated Quests (Neverwinter Campaign Setting is great at running this down). At Heroic, you have Background and Theme, Paragon Path in Paragon, Epic Destiny in Epic. These provide focused thematic material and focused tools/resources that exhibit "why you are" engaging those Quests and "how you will" engage them. Then you have the conflict resolution frameworks (Combat and stakes-driven, fiction-first Skill Challenges) for this material and these tools/resources to manifest and facilitate toward the ultimate conclusion of the Quest(s).</p><p></p><p>Whereas in other systems you're using your attributes/traits/relationships/beliefs/instincts/humanity/will, etc in conflict resolution frameworks to test your Beliefs, Humanity, ability to root out sin and mete out God's justice (eg address specific premise), in D&D (and D&D 4e specifically with respect to Quests and the mechanics that interface with your ability to pull through) you're using its analog PC-side tools in its analog conflict resolution frameworks to test your heroic mettle with respect to those Quests (eg address specific premise). Again, its just often throttled back in profundity...but it doesn't have to be...but even if it is, I'm not sure that makes it less "premise-addressey". You can certainly have a test of a Warlock's Will/Humanity in 4e as a Quest relating to bargained power and the results be derivative of PC build tools interfacing with Quest-relevant, GM-framed (but player-driven via their Quests) combats, Condition/Disease Tracks and Skill Challenges.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6180898, member: 6696971"] I'm going to do my best to explain this with a wee bit of brevity (even though it probably deserves a considerably more thorough post...unfortunately, I haven't the time or mental energy). For expansion I'm going to include [URL="http://www.wizards.com/dnd/Article.aspx?x=dnd/4ex/20080516b"]this long article[/URL] on the philosophy behind formalized Quest XP. Its long, its detailed, and it directly addresses your query. There is some stuff in there that would be extremely contentious, provocative or potentially incendiary to the point of "edition warrey". I've got no problem with it and I find it to be a fair and sound assessment but if I wrote those things verbatim on these boards it may illicit moderator warning. To sum up the main difference between AD&D "Story Awards" and 4e Quests: - Formalized versus ad hoc/optional bolt-on. This is a mechanical progression/incentive tool that is a fundamental, core assumption. - Transparent to players and specific versus opaque, GM-side and nebulous/meandering. This means the players are "signaling" the GM rather than the GM trying to hook the players. The players are "queuing up the content" by telling the GM specifically what thematic interests/tropes they specifically expect to engage and resolve. In 4e, they are formalized rewards as a means to incentivize and progress. Further, they are precise, transparent signals (either player-side outright or negotiated and out in the open) to the GM by which play is thematically, coherently guided. Whats more, (unless you're playing outright Pawn stance...which is certainly achievable) at each Tier of play there is an expectation of PC build make-up being in line with the formulated Quests (Neverwinter Campaign Setting is great at running this down). At Heroic, you have Background and Theme, Paragon Path in Paragon, Epic Destiny in Epic. These provide focused thematic material and focused tools/resources that exhibit "why you are" engaging those Quests and "how you will" engage them. Then you have the conflict resolution frameworks (Combat and stakes-driven, fiction-first Skill Challenges) for this material and these tools/resources to manifest and facilitate toward the ultimate conclusion of the Quest(s). Whereas in other systems you're using your attributes/traits/relationships/beliefs/instincts/humanity/will, etc in conflict resolution frameworks to test your Beliefs, Humanity, ability to root out sin and mete out God's justice (eg address specific premise), in D&D (and D&D 4e specifically with respect to Quests and the mechanics that interface with your ability to pull through) you're using its analog PC-side tools in its analog conflict resolution frameworks to test your heroic mettle with respect to those Quests (eg address specific premise). Again, its just often throttled back in profundity...but it doesn't have to be...but even if it is, I'm not sure that makes it less "premise-addressey". You can certainly have a test of a Warlock's Will/Humanity in 4e as a Quest relating to bargained power and the results be derivative of PC build tools interfacing with Quest-relevant, GM-framed (but player-driven via their Quests) combats, Condition/Disease Tracks and Skill Challenges. [/QUOTE]
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