This thread was inspired by sherry's quest, in an attempt to probe the playerbase and the DM Team for ideas on changing paradigms around DM quests.
Basically, our DM quests are many, and varied. I've seen ones centered almost fully around combat, and I've seen ones where combat doesn't even get touched. I've seen quests that 'could have gone either way', and the party's influence is what made it end like it did. They're all sweet and cool and stuff, but one thing that is always a constraint, is time. No matter how long a quest is, QUESTS only last a given period of time. Plots can last for months, maybe even years, but quests only last for a night (at least the ones I've seen).
My proposal, is that DMs and players work together to establish a new, 'special' sort of quest. In no way will this supplant the usual way we run them, but it could be a welcome change of pace, in some cases (especially where it makes ample sense to use this model instead of the one-nighter). What am I proposing? That DMs actively seek out players OOC, after a quest has been 'agreed to' IC, to work out times/disponibility, so that a quest can run for more than one night.
As an example: DM_Johnny proposes to players A, B and C that they participate in a huge dungeon crawl. The dungeon in question, is, in fact, so gargantuan, that an entire tribe of gnolls has settled in a small portion of it. Their ultimate goal lies at the very bottom, and will only be accessible after days of trap-springing and puzzle solving.
So: Night 1: DM_Johnny approaches A, B and C in the guise of NPC X. The PCs agree to partake in the quest, so the DM approaches the players over IRC, and they agree on times to meet over the next few days. Until the quest is completed, the location of the characters is persistent. So, it's kinda like running little sessions of a table-top game. When the DM leaves, you all pack it in, and wait for the next day. In the first night, our intrepid players descend to the middle of the dungeon, discovering that the first levels of traps and monsters seem oddly deserted.
Night 2: They are captured by the tribe of gnolls, and need to work out a way to escape.
Night 3: They stage a revolt, with the help of other captives (a nice tie-in for a prelude, perhaps?) and finally make their way to the very bottom of the dungeon, where they find their treasure, and a portal leading them to the very beginning of the dungeon, from which they return in safety to Sanctuary.
Of course, it would require massive coordination between those involved, but I think it'd be doable in a few cases, and massively fun, if it did work as planned. Furthermore, I could see characters changing much more fluidly after a quest like this. It isn't a quick dungeon crawl, but something that made your character question who he/she truly is, because they were in some very big dangers for a considerable amount of time.
Thoughts?
- Kiaring