So work is kind of stressful right now, so we’re going to have to wait on the epic tale of ABitW session 1. Instead, I’ll start you with this:
Sidequests are this thing that I have primarily associated with video games. They exist to break out of the linear story, and make the world feel like it is well developed and exists as more than minor fluff to flavor the main story quest.
So my question is whether they are appropriate in tabletops. On the one hand, we kind of have enough trouble keeping our parties together and focused on one thing at a time, on the other hand, if there are no side plots or hooks for the party members backstories, the world can feel flat and the story railroaded. It is not so bad for parties to go off and do unexpected and even disparate things sometimes. But if it happens too often, a GM can find themselves running as many games as PCs, and no longer one coherent game. Continue reading