Welcome back, Game Masters!
Today Iām bringing you another snippet of foundational campaign design. Truthfully, I have a lot to say about the humble quest. Quests have changed a lot over the years, Iāve played in and GMād a lot of games that focused on narration more than crunching numbers- and thatās increasingly normal!
There is a push in the community to drop the crunchy structure of strategy games in favor of more narrative-focused systems. Exploring new systems is a great way to discover the breadth and variety that creative indie designers have to offer! But, I also hesitate to suggest that story and strategy are mutually exclusive. Narrative progression is just as formulaic as the numbers we all crunch on. When you view things like quests through the lens of pure numerical success rather than narrative progression then your dungeons can feel hollow. Likewise, when you view narrative progression as some incalculable vibe without tangible goals, nothing is ever really āaccomplishedā and the game is not⦠actually a game.
One of my goals here is to outline steps that Game Masters can use to keep gamified storytelling in mind, no matter what system they end up using.
Today the lesson is pretty simple- One-Step Quests are a narrative tool to measure progress. Whether youāre making the most out of a one-shot, or building up progress towards a larger goal, itās important to set out achievable goals as often as possible; And itās just as important to know the difference between a challenge and an impossible task.
That's all for today's session, I'll see you at the table next time around!














