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File: 0949e859f2241b0⋯.jpg (114.03 KB,545x409,545:409,dungeons-and-dragons[1].jpg)

 No.423864

Background: I am a forever-DM who enjoys complex/intricate worldbuilding and long-term campaigns. The last campaign ran weekly for over two years and the characters reached only level 10. We concluded the campaign prematurely because one of the players, who was integral to the overarching plot, had to move across the country. Likewise, other players became overwhelmed with work and university.

I am ready to start a new campaign. I am taking note of the fate of my last game and am building this one such that players can come and go, and characters can be introduced (and die) without much ado. It was a mistake to unite my players so intimately with the fate of the universe they were playing in.

Setting: It is going to be a cliche high-fantasy old-world that relies heavily on standard tropes and is large enough to contain virtually all D&D-related lore with a flexibility for appropriate changes that add spice and novelty. There will be an Adventurer's Guild that has been active across the globe for a long time. It will be similar 'Goblin Slayer'-esque, with ranks, a fair amount of commissioned quests to choose from, and the Guild will provide wealth and experience for completed quests.

ITT: I would like to get as many ideas as possible for quests of any level requirement, but especially for low-level (LVL 1-3) characters. I would like them to be more than fetch-quests and "go take care of monster(s) for us," but I'll need some of them, too. I hope this thread can be a resource to other DM's who need some inspiration.

--TL;DR--

Please post short descriptions quests and quest ideas:

>Standard Fantasy RPG trope quests

>Your favorite quests you've played/run

>Your favorite quests with twists and unexpected outcomes

>The most creative quests you've ever experienced

I appreciate any ideas you can give me. Your described quests need not be in-depth. Just general ideas.

P.S. Sorry if you think this belongs in /quests/ but that is a dead board.

____________________________
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 No.423890

File: 99e7bb3a7e0b720⋯.jpg (106.69 KB,564x752,3:4,where is the art.jpg)

>>423864

I'd say first to consider a classic game that focus predominately on exploration, adventure, and self-motivation, as discussed here:

>>422895

But since we're talking quests:

>Standard Fantasy RPG trope quests

Nothing beats a quest for a specific magic item that somebody else (or maybe a lot of people) also wants. The reward of the quest is presented upfront. Because the motivational conceit is I want shit, you can have an interesting array of rivals as antagonists - anything from a greedy sorcerer coveting a ring of power, to a noble knight aiming to get a staff of resurrection to bring back his wife, and all the colors in between. It also adds time as a factor, which means there's an actual chance of failure; and that failure, in turn, can mean more things to do. From a meta-perspective, device-driven quests can be applied at almost any level of play, or even extended over entire campaigns.

>Your favorite quests you've played/run

In tabletop? A wizard used magic to capture and imprison the human half the party (which consisted of PCs and henchmen), so our non-human remainder had to infiltrate through his defense of cyclops guards. It was a mess, people died, but fun.

In general? Hard to say, but probably the side-quests in Morrowind and (the better ones in) Oblivion. But it's difficult to say, because the best "quests" there aren't really quests, so much as shit that you pick up in rumors and follow on your own. Things like finding a letter and a key on a corpse in a tomb, and following the directions from place to place.

>Your favorite quests with twists and unexpected outcomes

Dunno. I've pretty much always seen them coming. The best "twist" ending I know of, though, is the end of the film the Usual Suspects.

For running a game, the first NPC I introduced was a bad guy, and I made it very obvious he was a bad guy, up until the point that they eventually decided he wasn't a bad guy, before immediately revealing himself as a bad guy to angry reactions. That took timing.

>The most creative quests you've ever experienced

No idea. Any quest designed with multiple endings in mind is good for video games. For table-top, a similar principle: If you ever have a quest that has only a single solution, write it down on a paddle, and beat yourself with it. Railroads, linear paths, and single-solution set-ups are trash and should be avoided.

Also, don't worry: /quests/ is for something completely different. It's for running them on an image-board, not discussing quests as in the context of an adventure game.

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 No.423912

File: b25b9d839784fff⋯.png (1.46 MB,1920x1080,16:9,request-board.png)

Courier quest.

Protective guard quest.

Party hired to be bait unbeknownst to them quest.

Investigate strange mystery quest.

Party is hired for generic labor, like being staff for a restaurant, that goes sideways, quest.

Map making quest.

Solve unsolvable government bureaucracy quest.

Track or find what happened to "person of interest" quest.

Just watch more /animu/, or play more vidya. It can be as serious or silly as you want.

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 No.424322

>>423912

Thanks for this. Got some of my juices flowing. Creative juices. Not sexual juices.

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