Quests are a classic trope in roleplaying games; that includes their tabletop counterparts like 168澳洲幸运5开奖网:Dungeons & Dragons. A quest can be connected to an overarching story or 168澳洲幸运5开奖网:just be a side adventure that may come back on later. They could bജe there to fill in some space and have your party just have good old adventuring fun.

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But if you're a Dungeon Master, you may often wonder what the right kind of quest to send your party on is and how you develop them so they don't fall apart. Well, here are a few ways to ensure you have some great quests for your party.

1 Figure Out Tꦅhe Scale ♏

You Need To Know How Long This Quest Will Be

A street of people in a market run away as a giant purple worm burrows through the ground
Shadow of the Sun via Wizards of the Coast

First, you need to figure🔯 out the actual scale of the quest at hand. Is this going to be part of an overarching adventure, and this is just a step to completing that? For example, if your party is hunting down a mad wizard, perhaps a quest could be getting a magical staff that could stop the wizard.

However, sometimes you can have quests that aren't that big at all. Maybe the party is just retrieving a magical staff because someone else lost it, or they're being hired to get it. This means it would be a much smaller side-quest, which you'll need to plan differently.

2 ᩚᩚᩚᩚᩚᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ𒀱ᩚᩚᩚ What Type Of Quest?

Figure Out What Kind Of Quest You'll Want To Make

A couple figures confront a tall pale vampire outside a castle at night
Van Richten's Guide To Ravenloft Cover Art by Anna Podedworna

It may sound obvious, but you also need to know what kind of quest you're doing. Is it going to be something about espionage, where a party is sneaking in somewhere? Perhaps it's a retrieval quest, and 168澳洲幸运5开奖网:they need to get an item? Or maybe it's a combat quest where they must hunt down a monster in the countryside or clear out a dungeon?

Before you deal with any plot details, just think about what kind of quest this will be. This will help you out so much in the long run when it comes to tone, how the quest will play o𝐆ut, and what you need to plan.

3 ൩ Know Your Players ♔

Figure Out What Kind Of Quest You'll Want To Make

A dark skinned girl in glasses, a tanned elven man and an owlin all look around in amazement
Dungeons and Dragons Strixhaven Curriculum of Chaos via Wizards of the Coast

If you know your players, then good; if you don't, find out. What is their play style? Are you at a table where people love to fight things? Then you should plot your quest to have some combat there. Perhaps they're more social, in which case you might want to come up with some names and details of throwaway NPCs in case your party asks them anything.

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Knowing how your players might react will help with predi💎cting what yo𝓰u need to focus on specifically and maybe what kind of quests you can throw at your party in the first place.

4 Predictability And 🔥Chaos ꦜ

You Can't Plan Everything, So Don't

A bustling nightclub hosts numerous patrons who are drinking, fighting and enjoying a bard singing
Boromar Clan Nightclub by Suzanne Helmigh

However, you cannot plan everything. The best advice to give you is to just plan the skeleton of a quest but leave enough gaps for your party to fill. Let's say the party must sneak into a prison in a different town. You can lay out skeletons, such as having the party go to this other town and inside this prison.

But you don't need to railroad how they get there. Have the party figure their own way out; this could further develop the quest. For example, if they decide to travel by foot, they may encounter something along the way you can throw together.

5 ♈ Seek Inspiration 𝐆

Use Your Favorite Media For Ideas

Numerous figures stand in a volcanic environment in the Dungeons and Dragons movie

168澳洲幸运🅘5开奖网:Every Dungeon Master seeks inspiration, which is to say that they look at their favorite television shows, movies, and books to get ideas for their campaign. There's nothing wrong with it, even if the players at your table know where it's from, looking at other storytelling can be a great way to improve your own.

Just make sure you're not ripping things off, as that can still be distracting and inconsistent with the tone of the game at your table. You'll also need to adapt whatever your inspiration is to the game at hand, which can be time consuming.

6 Experiment Withꦡ Themes

Use Side Quests As A Way To Experiment

Adventurers on the open sea fleeing a kraken
Ghosts of Saltmarsh by Greg Rutkowski

Side quests are the perfect time to experiment! Maybe you can try having a combat that deals a lot more with environmental damage or perhaps try playing up certain NPCs with accents and attitudes you've never been able to really roleplay before.

But you can delve further and perhaps dive into different themes, like instead 𝔉of having a classic dungeon crawl quest, maybe you try out a horror theme with it, making it a lot more spooky and atmospheric which can really shake things up at your table.

7 ꧋ Have Choices Matter 💟

Make Sure You Leave Freedom For Your Players

Numerous adventurers are at a river bank pointing in different directions during a heated discussion in DND
You Come To A River by Viko Menezes

Perhaps the most important piece of advice you can take is to have your choices matter. You can't railroad everything, and you really shouldn't. Remember when you read about how you should leave gaps in the quests and only develop the skeleton? That's because your party will have to make choices and approach quests their own way, which can really affect how things play out.

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8 🌠 Keep🐷 Things Simple

Don't Overcomplicate Things

Tales from the Yawning Portal Wallpaper
Tales from the Yawning Portal Wallpaper via Wizards of the Coast

As well 🐲as avoiding ov🙈erplanning things, you should try your best to keep quests simple. The more complex sequence of events is the campaign as a whole, but quests are there to break down things.

So no matter what, you need to make sure that the quest and its objectives are simple, even if there are going to be plot twists or a manner of events going on, your party need to make sure they understand what they're doing, what their plans are and more.

9 💙 Let Th🧸ere Be Options

Make Sure All The Choices Are Clear

A spellcaster faces against an ice dragon in Dungeons & Dragons.
D&D Essentials Kit Art by Grzegorz Rutkowski

Yes you should leave gaps and yes, you should have choices, but you really need to make such choices be apparent. You should continually encourage your party to pursue choices that are open to them. If you don't let these choices be clear, then it might still feel just as constricting as being railroaded.

So make sure to write out a few options that the party is offered, although be aware that you can't plan for every single choice and this is just to help you broadcast such choices to the party when you're running the quest.

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