My players have just wrapped up a side quest and are, I think, headed back to their main mission.
Part of me wants them to focus on that and pursue it.
If I don’t do anything, they will … it’s really the only thing left on their plate at the moment.
How do you decide whether to introduce a side quest or not?
My rule of thumb is the old rule of threes: You don’t want more than three main choices for your players at a given moment. More than that gets overwhelming. Fewer than two is boring.
Right now, my players choices are:
- Go to Rivergard Keep and wipe the place out.
And that’s it.
So I think I will introduce a new side option tonight, something related that they can choose to pursue (or ignore). I expect that they’ll choose to ignore it, since time is of the essence, but I want them to have that choice.
Now get out there and tell a story!