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Request for assistance with designing a side-quest.
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<blockquote data-quote="Haltherrion" data-source="post: 2807265" data-attributes="member: 18253"><p>Well... six sessions seems kind of far to be planning ahead. Planning ahead is good, especially for the main plotline but side plots are kind of useful for working shorter duration themes and sometimes it is better to plan them closer to the time they are going to run so you can develop whatever seems of interest at the moment.</p><p></p><p>However, per your request, I'd suggest turning the cannibals on their head. Cannibals can be somewhat expected so make it look like that but flip it to something else. To steal a page from Anne Rice, you could have the cannibalism be some sort of ritual to pass knowledge from the dead back to the living. (Maybe the cannibals are the good guys but the PCs see the ritual cannibalism and it takes them a while to figure it out.)</p><p></p><p>Or if you are going with headhunter imagery, maybe there are a bunch of shrunken heads around but they are wards against a greater evil.</p><p></p><p>Anyway, for side quests, my experience as both ref and player, is that the memorable ones are the ones that really surprise the players and the cannibalism thing is well enough known it should be suitable for a good fake-and-surprise.</p><p></p><p>Side plots have their place but unless you run a lot of sessions, sometimes it is better to just find a way to work the concept so that it is part of the main plotline. Unless you are one of the lucky groups that can play weekly, players can forget an aweful lot over the course of a side plot if it takes 3 sessions and 6 to 12 weeks (for those of us playing every two to four weeks <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /> ) It can make it hard to have a true main plotline, if that is your desire.</p></blockquote><p></p>
[QUOTE="Haltherrion, post: 2807265, member: 18253"] Well... six sessions seems kind of far to be planning ahead. Planning ahead is good, especially for the main plotline but side plots are kind of useful for working shorter duration themes and sometimes it is better to plan them closer to the time they are going to run so you can develop whatever seems of interest at the moment. However, per your request, I'd suggest turning the cannibals on their head. Cannibals can be somewhat expected so make it look like that but flip it to something else. To steal a page from Anne Rice, you could have the cannibalism be some sort of ritual to pass knowledge from the dead back to the living. (Maybe the cannibals are the good guys but the PCs see the ritual cannibalism and it takes them a while to figure it out.) Or if you are going with headhunter imagery, maybe there are a bunch of shrunken heads around but they are wards against a greater evil. Anyway, for side quests, my experience as both ref and player, is that the memorable ones are the ones that really surprise the players and the cannibalism thing is well enough known it should be suitable for a good fake-and-surprise. Side plots have their place but unless you run a lot of sessions, sometimes it is better to just find a way to work the concept so that it is part of the main plotline. Unless you are one of the lucky groups that can play weekly, players can forget an aweful lot over the course of a side plot if it takes 3 sessions and 6 to 12 weeks (for those of us playing every two to four weeks :( ) It can make it hard to have a true main plotline, if that is your desire. [/QUOTE]
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