GeekGold Bonus for All Supporters: 48.84
23.1% of Goal | 30 Days Left
Right now, Realmspeak supports both variations and you can in fact play with both variations turned on at the same time, but there is no way to develop a character through the acquisition of Quest Points - you still need to build up fame and notoriety by killing monsters, and you still need to focus on looting treasures to get those Great Treasures and gold. In other words, even though you are playing questing the realm, which introduces an alternate victory point system, you still must accumulate the original victory points in order to develop your character.
If you are playing a physical version of the Questing the Realm variant, this of course is not an issue because you can easily house-rule that every QP earns you X number of chits.
For Realmspeak, I wonder if anyone has ever tried tweaking all the existing quests to award some standard number of fame/notoriety that would in turn cause Realmspeak to award character chits based on the old victory points associated with, of course, fame and notoriety?
This might also allow a way to cause the game to dynamically interact with the characters as they develop. The game (in this case both Realmspeak and a physical game can do this) can effectively check the number of fame and notoriety and cause natives and other questing options to respond to the character differently depending on the fame/notoriety level. Similar to the way only someone of at least moderate fame can lead the native's in a Revolt, or Conquest, etc.
With quests, however, you can add in the variability of, perhaps, the Dragonmen bestowing a character with a map of the swamps if the character has sufficiently high notoriety.
Interestingly, the original development rules make it hard to reaeh the higher levels because of multiplying the points by the level number (that's why the No VP Ramp house rule was added). That's why, in a standard one month development game it would be difficult to rapidly grow through the higher levels in a single game. One would have to role-play a character through a campaign of games to develop.
With that as context, I kept quest points separate and distinct from victory points and their ties to development. Some quests do award fame for completing them, such as the Mapmaker quests (actually, the fame is awarded sooner). The killing quests will give development points due to the nature of the required actions.
Some treasures have fame/notoriety, and conditional fame for selling it. So do you hold onto a treasure until you develop or do you sell it now for the gold to buy better weapons? Maybe you need the fight chit first, so you go treasure hunting first?
Of course, you can always tweak the reward system to suit your playing needs.