What Makes a Good Sidequest?

Thanks to our successful Sidequest Decks, I’m often asked what makes a good sidequest? There are six key ingredients for sidequests in general and three that are more specific for our purposes—a product that many GMs can quickly use. First, here are the six that are helpful for everyone to keep in mind:

  1. Keep them short: By definition, a sidequest needs to be concise, ideally lasting no more than a 2-4 hour game session. To plan for this, aim for about five encounters: a starting hook, a few possible complications, a resolution, and maybe a twist. Keep in mind that these complications and the resolution should be adaptable based on the characters’ actions.
  2. Expand/add depth to the campaign: A sidequest should do more than just take up time or help the PCs “level up.” It should enrich the campaign in various ways. For example, it can introduce important NPCs, create new enemy factions, provide valuable items, or offer insights into the game world.
  3. Player agency: Allow for player agency by making the plot adaptable to the characters’ choices. If a player comes up with an innovative solution early on, embrace it. This flexibility not only empowers players but also enhances their engagement in the campaign.
  4. Variety: Incorporate a mix of social encounters, combat encounters, puzzles/riddles, treasures, and twists into the sidequest. Tailor the mix to suit your players’ preferences, but aim for diversity in encounter types to keep the gameplay engaging.
  5. Include characters’ backstories: Weave elements from the characters’ backstories into the sidequest. This could involve subtle references, introduction of important NPCs connected to the characters, or resolving character secrets. Adding these personal touches enhances player investment.
  6. Expandability: Design sidequests to be expandable if the players show more interest in them. Consider how the main campaign progresses (and the foes grow) without the players and how the sidequest might intersect with or affect the main storyline.

Now, let’s delve into three additional factors that are particularly important for our Sidequest Decks:

  1. Quick to read: Our Sidequests are designed to be versatile tools for GMs, usable both on the fly and during session preparation. Each sidequest card includes key information at the top, such as the title, tags, and a brief GM overview. These elements help GMs quickly identify a suitable sidequest based on their campaign’s current situation.
  2. Easy to tie into a GM’s campaign: Our decks are customized to specific genres and settings, making it effortless for GMs to integrate them into their campaigns. Whether you’re running a fantasy coastal town or a Lovecraftian RPG, we have a deck tailored to your needs. Additionally, the sidequests are intentionally concise, allowing GMs to customize them by adding campaign-specific elements.
  3. More imaginative than average GM improvisation: While many GMs excel at improvisation, having pre-designed sidequests can still be invaluable. Even skilled improvisational GMs can benefit from having multiple plot outlines readily available. These outlines serve as inspiration to GMs of all skill levels, enabling them to focus on embellishing and customizing the adventure while saving time and enhancing creativity.

Incorporating these elements into your sidequests can elevate your tabletop RPG gaming experience, providing players with engaging and memorable adventures while simplifying the GM’s preparation process.