Thoughts on Quest Cards

inspiration
question

#1

So while Im working on my World Building I’m coming up with a whole bunch of quests and side quests for my players and it got me wondering; What is everyone’s method for quest ideas?
I’ve been thinking of taking index cards (naturally) and writing down in this format:
Objective/Quest/ Mission
1 Line Description
Threat (Encounter)
Reward

Example:

Ms. Gramm’s Missing Cat
Gramm’s is missing her Fluffykins, go find it.
A pack of Mutts is cornering Fluffykins, deal with them
Some Coin and Gramm’s Cookies (Health Item)

Thoughts?


#2

Love that idea. Always write down a side quest idea when an opportunity arises. And when the players actually want to follow it in a later stage you can just pull it out.


#3

I would also include the possibility of a time limit before the quest expires. Something like a d4 days or sessions.

Further for some quests there could be minor or major consequences for not completing them. The consequences may not interfere with a long running campaign directly, but it could change the world around the PCs a little at a time.

NPC: “Welcome to Luke’s”
PCs: “Your not Luke, we know Luke, where is Luke?”
NPC: “Luke posted a request at the local Guild hall, no one took it up, so he went out to do it him self, he has not returned. I’m Luke’s cousin Jeb, and I was asked to run the shop while Luke was dealing with the problem he had.”

It doesn’t change the campaign but provides a deeper connection to the quests and mission. Should they be successful or never completed.


#4

Adding consequences truly change the player experience. However, the time limit might be preference. Some people like it more regulated than others. Personally, I think the GM can decide as he thinks it fits best.