I’ve been through the book a few times now and I’m working my way through one of my absurd flowchart-y things that lays out how the economy works. It’s all pretty straightforward once you’ve yanked it out of Jenna-speak. But like always, the process reveals weirdnesses in ways that I don’t always suss out just from reading.
One big part of the game is that your character is pursuing a series of Quests, and by fulfilling Quests you’re ultimately pursuing an Arc. The Arc is a big thematic thing so not all your Quests necessarily add into the Arc. It’s kind of an ad-hoc thing.
Anyway. It reads to me like designing Quests at the table is the assumed behavior in the game. That said, there’s really almost no guidance at all in terms of what goals might look like, how many XPs it might take to complete them, what Perks you can earn and so on. It feels really under-explored.
In actual play, do folks just use the sample quests in the book? Because I gotta say, they’re really vague. That’s probably a feature and not a bug, right? Since it seems like a big creative contribution opportunity is figuring out how to link together quests under an Arc. I’m fine with that, just wondering if that’s the done thing. One reason I think this is what’s done is this extraordinary resource I stumbled into: http://chuubo.wikidot.com/quest-lookup-index
Or is quest-writing way more straightforward and I just need to swing back around on it?
I feel like if I can nail down this quest business, I can run the game. I’m feeling skeptical of the explicitly conflict-free play (I had a similar problem with Freemarket) but that’s a reflection of my own creative limitations, not a flaw in the game itself.