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The Side Quest, yay or nay?
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<blockquote data-quote="Centaur" data-source="post: 991882" data-attributes="member: 11822"><p>All my campaigns start out as a loose collection of side quests. Over time, some of these side quests develop life of their own, some die and some are totaly ignored. The ones that gain a life of their own become the main story arcs. The problem is that I am better at starting a side quest than seeing it through if it takes on a life of it's own.</p><p></p><p>Sometimes, I will tie several side quests together so as to make them seem like they were all related together all along. I find it's eaiser to maintain the mystery for the players if even I as the GM don't know whats going on in the beggining....</p><p></p><p>As for a group of 5th level wizards heading into the mountains. How about have them run across a small group of goblins, one of which is a "wizard" himself. Most of the time, goblin arcane spell casters will be sorcerers, so running across a wizard should pique their interest.</p><p></p><p>If they capture him they may learn that he learned his skills from another goblin who is running a sort of Wizards college for goblins in the mountains. This may be something they will want to investigate. Even if they kill him, he may have something on him (like his spell book) that would give them this information.</p><p></p><p>When they investigate, they find that it is a goblin school for goblins or they may find it is a wizard of another race who is teaching a select few goblins how to cast spells for his or her own reason.</p><p></p><p>Use this as an opportunity to play up the capabilities of goblins as more than just cannon fodder....</p></blockquote><p></p>
[QUOTE="Centaur, post: 991882, member: 11822"] All my campaigns start out as a loose collection of side quests. Over time, some of these side quests develop life of their own, some die and some are totaly ignored. The ones that gain a life of their own become the main story arcs. The problem is that I am better at starting a side quest than seeing it through if it takes on a life of it's own. Sometimes, I will tie several side quests together so as to make them seem like they were all related together all along. I find it's eaiser to maintain the mystery for the players if even I as the GM don't know whats going on in the beggining.... As for a group of 5th level wizards heading into the mountains. How about have them run across a small group of goblins, one of which is a "wizard" himself. Most of the time, goblin arcane spell casters will be sorcerers, so running across a wizard should pique their interest. If they capture him they may learn that he learned his skills from another goblin who is running a sort of Wizards college for goblins in the mountains. This may be something they will want to investigate. Even if they kill him, he may have something on him (like his spell book) that would give them this information. When they investigate, they find that it is a goblin school for goblins or they may find it is a wizard of another race who is teaching a select few goblins how to cast spells for his or her own reason. Use this as an opportunity to play up the capabilities of goblins as more than just cannon fodder.... [/QUOTE]
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