Just do like me: use the PbtA system.I love Quests. I wish I could run them, but my brain can't figure out how to handle rolling for things, what 'difficulty' to assign things, etc.
You don't have to use dice.I love Quests. I wish I could run them, but my brain can't figure out how to handle rolling for things, what 'difficulty' to assign things, etc.
That route lies decision paralysis I'm afraid. Maybe I'd do better in a collaborative multi-QM quest, I dunno.
Coming back to this later:I really don't like the inverse of too many actions points, as in a quest that has too many actions to choose from, but also a narrative that expects that everything is done if the players don't want negative effects. It especially feels strange if the other resources used are not a bottleneck so I don't think the QM wants to make the quest feel like they need to juggle too many responsibilities and fail as a way to progress in the narrative.
Mmm, idk. Those kinds of exclusive vote options are sort of the most basic form of vote in quests - vote for one reward, do you go left or right, do you attack or defend etc. - and I feel like they don't tend to be that problematic?Coming back to this later:
"Action hell" can very easily become this avalanche-like consequence of the QM being creative enough to think of three or four new actions every turn but only letting the player carry out two of them. Which is fine in theory, but then as QM you need to be... tactful... because you have to know full well that you're creating a situation in which the players can't do everything. And keeping up player morale ("this is supposed to be a fun game") while constantly reminding them of all the missed rewards and opportunity costs they incur by their inability to do everything is a tricky balance.
Absolutely. It's the sense of things overloading over time and never getting on top of a situation.Mmm, idk. Those kinds of exclusive vote options are sort of the most basic form of vote in quests - vote for one reward, do you go left or right, do you attack or defend etc. - and I feel like they don't tend to be that problematic?
Yeah, part of the issue is that the entire purpose of these kind of plan systems is essentially to create time management gameplay. If you can do everything then frankly it's just boring. Interesting decisions come from not being able to do everything, but this breaks down when the action slots start getting full of things it feels like you have to do.There's a need to strike a balance between "it feels like we're making progress and resolving things" and "there are always new things to do" and it can be hard to do that. Especially since players are often quite willing to open up new event/plot chains faster than they can resolve them.
You can just pick a specific character with a specific characterization, and commit to the bit. That's what I did.As someone who has many half finished ideas of quests running around in his head and even more in his noteboo one big problem in my opinion is character generation.It's a bit hard to write all the options and my creative juices basically dry up having to figure out which options are needed and which options are not.