Should I award reputation for a quest if the PCs accept a reward?

I’m referring to the reputation system. In it, the PCs can gain reputation points for doing "favors" for groups. However, the rules aren’t really explicit on what constitutes a "favor".

If the PCs complete a quest for a group in exchange for a reward from that group (currency, items, land, etc.), can the quest also count as a favor? Or would the quest only count as a favor if the PCs don’t receive a reward?

Adventurers League, DM Quest: “Giving DM”

The question is about a DM Quest from Adventurer League.

There is an achievement ‘Giving DM: Run a game as part of a charity event‘.

Can anybody explain what it means and how to get it? Does it mean that I must run an adventure without getting money or any other goods from my players? Or does it mean that there are special charity events across the world where DMs are running sessions?

I don’t understand what "charity events" means. Can somebody explain me what a "charity event" is? How I could join a charity event?

I’m not sure, but maybe I should mention that in the country where I live D&D is almost unknown, so we don’t have any particular "charity events" where I could run a game.

How were play-by-mail quest tournaments judged?

The January 1984 edition of Dragon advertised the "SILVERDAWN Quest Tournament". The ad features a $ 5,000 cash prize. In a previous question I was introduced to the mechanics of play-by-mail games from the period, as well as how D&D tournaments of the time were being judged.

How were these play by mail tournaments being judged?

It seems unlikely that these play-by-mail "quest tournaments" worked like in-person D&D tournaments did. For one thing, D&D tournaments featured teams competing against each other. The SILVERDAWN ad seems to solicit individual participants and doesn’t mention teams. Second, the ad is pretty clear that this is some kind of quest, not just a dungeon crawl. Finally, my impression is the mechanics of play-by-mail mean that the same kind of tactical dungeon crawl competition would be less likely, but I’m not sure.

I’ve tried searching online for information about the SILVERDAWN competition, but the search was confounded by a World of Warcraft quest by the same name.


How were play by mail games played in the 1980s?

How were Dungeons and Dragons tournaments judged?

Paladin was charmed and convinced the rest of the party to accept a quest from an evil character,

So it’s my first time DMing, and I’m running a group of 7 first time players through Lost Mines of Phandelver (Sort of scaled it so it’s still difficult). I’ve gotten them to the point where they run into the Redbrand leader, the mage Glasstaff. He attempted to talk to them but our fighter shot him in the foot, so he teleported behind them and while they fought the nothic he snuck up and charmed our Paladin, the verbal part of the spell was a plea that he was just trying to defend himself and that he only wants to talk. So, while charmed, the Paladin used his turn to convince the rest of the party with a sort of persuasion check that maybe Glasstaff was right, they had been the instigators in every situation with the Redbrands so maybe they were in the wrong. After all, the only information they were going on was from Sildar Hallwinter, and they were always suspicious of him. They should at least hear Glasstaff out.

So after they’ve all stopped fighting, they heal and start talking to Glasstaff. I had been roleplaying him pretty smarmy, calling them guests and acting like he’s really happy they’re here. He said it’s unfortunate that all of his men were killed, but they only did it because they had been deceived by Gundren Rockseeker and the leaders of Phandalin. He lied and said they had been ambushing caravans along the road meant for Neverwinter, where the whole party is from, and they were low class bandits disguised as a quaint town. The Wave Echo Cave thing was just a ploy to get more greedy adventurers to come to the area so they could rob them. All lies, but the party believed him.

I just wanted to give you some background to why they would accept this quest: Glasstaff wants them to purge the town of corruption by assassinating the leaders of Phandalin, namely the townmaster Harbin Wester (who was rude to them) and Toblen Stonehill (who refused to give them a room because of how many there were), and they’ll get three times the amount Gundren was promising to pay. They took a long rest and Glasstaff made them eggs for breakfast (he’s very cunning, they love eggs), so the Paladin is no longer charmed.

So my question is: how do I help the paladin properly roleplay this, and if he goes through with it what does that mean for his Oath? He took the Oath of the Ancients, if that means anything. He isn’t very charismatic, so the morally grey party may not be too quick to accept his second change of mind even with persuasion, he got seriously lucky on the first throw. I’m getting more comfortable with doing things on the fly so I don’t care about railroading, like getting them back to finding out who the Spider is.

Quest for a focus

Im planning on making a quest for a focus for our mage player.

Short description of our group. We are a 2 gamemaster group with always 4 active players, and we planned to make a player specific quest for each player.

But i need help designing the quest for the mage player. I’m planning sending him on a solo adventure started by a vision. But im not really sure how to plan the rest of it. The Player is a Hermetic Mage. If you (the community) have any ideas, please share it with me. Basically i want some kind of Sword to be his Focus.

Btw. We are in a custom Great Britain (Basically less cities and more wilderness)

Br, Martin

How to balance quest rewards for unbalanced characters?

I plan to run a Roll20 one-shot Naheulbeuk game with players who may have very unbalanced characters, some of them way more powerful than others. Of course, it may leads to some problems, but my main concern here is with their reward at the end of the quest if they succeed it, since they will be using these characters in other GMs’ games afterwards.

It will probably be a mix of gold coins (reward from the NPC who ask for their help) and loot objects got on the adventure. In any case, how can I make sure to not give overpowered items or treasure to the weakest character but still give substantial reward to the strongest? They will likely split any amount of gold in even parts between them, and try to share fairly between them items they will find by looting corpses and places they will encounter.

They will all use their characters with others game masters after my game, so I have be careful about not overpowering them.

Quest Flaw of I refuse to hide from My foes [on hold]

I was playing The Artifact as a Rogue and in Game I was Given the Gift of Prophacy which comes with a ability you can use twice before it vanishes but has the caviot of altering appearance and adding the flaw of I refuse to hide from My Foes, both of which it says nothing about going away. So does that mean I can never hide when I perceive hostility? What about cover? Seems like a absolutely ridiculous quest flaw if not even a remove curse can get rid of it.

Assign mini ‘secret’ quest to one of the party members? [on hold]

I’m planning a Dungeons and Dragons campaign set in a province undergoing a separatist insurrection. I want the theme/shtick of the campaign to be the idea of choices and unintended consequences. The characters are all new recruits of a multi-kingdom/empire/national NGO dedicated to humanitarian relief work in war-torn areas.

One such ‘hook’ is when the party is being given their orientation when a randomly selected individual is asked to fetch something from the library and hears a knock at one of the doors. They open the door and a clearly distraught mother asks them to save her son, who was last seen being dragged into the nearby marsh by several members of the local garrison. The mother offers to pay the player handsomely if they agree to help her. I’d communicate this to the player in notecard form, also informing them that undertaking this quest will not result in any professional repercussions if they succeed in rescuing her son. The rest of what happens next would be in the form of notecards, die rolls, etc.

Of course, undertaking this quest would be a huge mistake on multiple levels, and would end up creating a world of complications for the rest of the players, who’d have to jump through a lot of hoops bailing out their friend.

Going on this quest is a mistake because: doing something in a highly tense war zone for a complete stranger is already badly thought out. First, disappearing without letting anyone know leaves the rest of the party and the program coordinator in the dark, so they don’t know whether you’re just screwing around or whether the local security service abducted you. Second, your quest necessarily involves engaging the soldiers who took the son, meaning you risk antagonizing their military unit (i.e. the government occupying the region). Third, you just represented the NGO you work for in the process of what the soldiers reported was apprehending a possible suspect. Fourth, it turns out the son is a lot guiltier than it looked, so now the coordinator has to answer for her employee sticking up for a suspected terrorist.

NOT undertaking it comes with its own hazards.

I’d try to guarantee as much gameplay as possible for both the separated party member and the rest of the people trying to catch up with him-so in other words, I’d have him engage the enemies and execute die rolls for him, and have the rest of the party stay in character without any idea of what’s happened or happening to him.

  1. Are ‘secret quests’ of this sort generally a bad idea?
  2. If they feasible, what’s the best way of implementing them?

Points of Clarification:

The campaign is of a choose-your-own-adventure type situation where the story rolls with the players choices. I have several preferred possible endgames in mind, but I also want the players to feel like they can take the story and campaign where-ever they want, especially if they have a particular outlook on the moral and tactical and strategic questions that come up. So there is a way for the players to completely avert or mitigate the disaster I have in mind-it’s just really hard to pull off. But if they do it, I’ll roll with that.

The quest as presented to the player will be technically worded: go out, follow the mother to the soldiers and son, handle the situation, retrieve the son. How the player handles that interaction dictates how badly it blows up in the rest of the party’s face. Handling it non violently will require a persuasion or intimidation check. The violent approach is a good combat tutorial, but results in a lot of bad things. Walking away is also an option, but not an obvious one. In fact, walking away is an option that is always present for any given conundrum I pose the team.