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<blockquote data-quote="Imaculata" data-source="post: 7225969" data-attributes="member: 6801286"><p>This is why in my campaigns most of the quests are directly tied to the location the players are currently at. What ever ties the quests have to the overarching plot, they are either resolved within the span of a few sessions, or the connections aren't all that important. </p><p></p><p>For example, I had a quest line in my campaign regarding a dwarven protest/riot that got out of control, which lead to the imprisonment of a local dwarven captain. The players tried to get him out of jail (a <strong>mini quest</strong>), but in the process of doing so, they learned his ship had been sold to a shady individual. This individual turned out to be an evil wizard, and a prominent member of a dangerous cult. Taking down the wizard, by assaulting the old shipyard that served as his base of operations was a <strong>main quest</strong>, ending in a boss battle. Now, the dwarven captain side-quest wasn't the only quest that hinted to the main quest. I dropped various links in the various mini quests, that would ensure the players would eventually investigate the shipyard-main-quest. </p><p></p><p>Because all of these questlines related to one location, the city the players were in, they were easy to remember across multiple sessions. But the cult-plot also had ties to the larger overarching plotline, which would become really important much later.</p><p></p><p>I only ever require my players to understand the plot that is currently important. But I keep reminding my players of the main plot, by adding links to it in the various quests. This helps to remind the players what goal they are eventually working towards.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7225969, member: 6801286"] This is why in my campaigns most of the quests are directly tied to the location the players are currently at. What ever ties the quests have to the overarching plot, they are either resolved within the span of a few sessions, or the connections aren't all that important. For example, I had a quest line in my campaign regarding a dwarven protest/riot that got out of control, which lead to the imprisonment of a local dwarven captain. The players tried to get him out of jail (a [B]mini quest[/B]), but in the process of doing so, they learned his ship had been sold to a shady individual. This individual turned out to be an evil wizard, and a prominent member of a dangerous cult. Taking down the wizard, by assaulting the old shipyard that served as his base of operations was a [B]main quest[/B], ending in a boss battle. Now, the dwarven captain side-quest wasn't the only quest that hinted to the main quest. I dropped various links in the various mini quests, that would ensure the players would eventually investigate the shipyard-main-quest. Because all of these questlines related to one location, the city the players were in, they were easy to remember across multiple sessions. But the cult-plot also had ties to the larger overarching plotline, which would become really important much later. I only ever require my players to understand the plot that is currently important. But I keep reminding my players of the main plot, by adding links to it in the various quests. This helps to remind the players what goal they are eventually working towards. [/QUOTE]
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