Writing guide · Original editorial content

Side Quest Ideas for Games

Design side quests with executable objectives, meaningful interactions, visible constraints, and distinct outcomes. Includes original genre examples and a complete design workflow.

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ORIGINAL PLOTVELA GUIDE

Writing question: Create a side quest with a purpose beyond collecting items.

Give the optional quest a job in the game

A side quest earns attention when it lets the player do something meaningful: learn a local rule, practice an interaction, change a relationship, or choose how a scarce resource is used. A moving backstory can support that job, but cannot replace a playable objective.

Before writing dialogue, finish this sentence: “After this quest, the player can understand, do, or change ___.” If the only answer is “receive experience points,” look for a world consequence that makes the activity worth remembering.

The quest sketches here are original paper designs, not captures of Game Quest Idea Generator output. They do not claim to be implemented or playtested games.

Turn a local need into an executable objective

A station cook says, “The night shift never gets a hot meal.” That is a need. “Help the cook” is not yet a useful objective. A playable version is: inspect the blocked serving hatch, reroute one authorized heat cycle, and serve the waiting shift before the next work rotation.

Specify what the player does, where they can do it, and what observation confirms it. “Restore trust” may be the narrative aim; the completion check might be two supervisors witnessing the same meal allocation and signing the next schedule.

Use action verbs with visible results

  • Inspect: reveal a discrepancy the player can use in a later choice.
  • Repair: change a device or route whose functioning can be tested.
  • Escort: get a particular person to a location under stated conditions.
  • Negotiate: obtain specific consent, not merely select the friendliest response.
  • Deliver: transfer an actual object or resource without also leaving it available at its origin.

Do not ask the player to solve an implementation concept. “Set the trust flag” is a development note; “ask both supervisors to witness the revised schedule” is an action the game can present.

Four original side-quest directions

Fantasy exploration: the wind stair

A mountain porter needs a beacon relit above a stair whose wind wards alternate direction. The player reads the ward rhythm, escorts the porter between shelters, and chooses whether to consume the beacon’s last charged stone now or reserve it for a predicted storm. Success requires the porter at the beacon and a working signal; using the last stone changes later travel conditions. Reserving the stone brings the porter home safely but leaves the signal unlit: a partial outcome with a stated consequence. The ward rule becomes an interaction rather than decorative lore.

Science-fiction maintenance: the quiet meal

The station cook’s heat cycle overlaps an instrument calibration. The player compares schedules, tests a small insulated carrier, and chooses between a shorter hot meal service and delaying a laboratory run with the researcher’s consent. The choice concerns an allocated cycle, not unlimited power. Completion checks served meals and the recorded schedule change.

Contemporary investigation: the borrowed stall

A market caretaker must identify who may use a repaired stall after two legitimate booking slips name different hours. The player checks both slips, interviews vendors, and marks a usable shared schedule. A unilateral assignment opens the stall but leaves one claim unresolved; a negotiated schedule grants access to a shared handcart. The slips support the puzzle without inventing a secret owner.

Post-collapse traversal: the bridge boards

A footbridge can be repaired with boards that currently roof a seed store. The player surveys an alternate span, tests its supports, and chooses a slower crossing or a faster route that exposes the stored seed to rain. The storekeeper can consent to moving the seed first. Carrying boards matters because their previous function remains visible.

Each idea links a local need to actions, limits, and consequences. Change the interaction as well as the vocabulary when moving between genres.

A complete design workflow: the orchard dispute

  1. State the local need. An orchard needs water before the allocation closes; a neighboring village needs its share and a protected drinking reserve.
  2. Count the actual resource. The tank contains twelve units. Four are reserved. Requests for six and four exceed the eight usable units.
  3. Define investigation. The player reads requests, checks tank marks, and inspects a blocked screen. Those observations explain both shortage and delivery failure.
  4. Build an interaction sequence. Close the maintenance latch, clear the screen, reopen it, and test the inlet with a recovered pulse. A device should not count as repaired solely because a dialogue says it is.
  5. Create a costly alternative. Mulching three beds lowers immediate orchard demand to four, but requires work and later fruit thinning. It does not add water.
  6. Write distinct choices. Four/four with inspected mulch and consent; six/two with a future obligation; unilateral six/two; or no release.
  7. Define completion and persistence. Check actual delivery, work, and signatures. Commit once, preserve the reserve, and do not duplicate rewards on reload.
  8. Write outcome dialogue last. Let each character react to the allocation the player actually chose, including the garden’s loss in a six/two ending.

The Orchard Pact supplies the finished specification, opening dialogue, interactions, outcome checks, and handoff notes. The process here explains why those parts belong together.

Distinguish success, partial success, and failure

Full success satisfies the main practical objective and the intended settlement conditions. In the orchard example, both growing areas receive their agreed four units after the demand-reducing work, and the reserve remains sealed.

Partial success achieves a meaningful part of the need while retaining a disclosed cost. A six/two agreement saves the orchard but damages the garden’s crop and creates a future obligation. A unilateral release can deliver water without establishing trust.

Failure means an objective was not achieved, not that the game must stop. A dry inlet or untreated row can leave changed scenery, repair work to discuss, and another route through the main story. Tell the player what failed rather than displaying a success banner over contradictory dialogue.

Choose how time advances. A real-time deadline requires warnings and reachable actions; a player-committed phase change gives time to explore. Do not describe one while implementing the other.

Make worldbuilding visible in the interaction

If a community treats drinking water as protected, show a sealed reserve and witnesses who explain it. If tools are shared, give borrowing a visible place and return expectation. These choices make institutions legible through play.

Rewards should follow the action. Access to a repair shed suits a quest that establishes a workable shared maintenance agreement. A rare sword might be exciting, but needs its own reason to be part of this community’s response.

A persistent consequence need not be enormous. A changed inspection routine, a posted obligation, or a character who now checks permission can show that the local world remembers. Ensure later visits use the actual branch instead of reverting to generic gratitude.

Repair collection quests and broken branches

“Collect ten herbs” can support exploration, but quantity alone gives the player little reason to care. Decide what choosing the herbs changes. Perhaps taking ripe seed heads supplies medicine now but prevents a later crop; gathering fallen leaves is slower and preserves it. Give the player a way to learn that distinction before committing.

  • Required item can be lost: provide an alternate source, a replacement interaction, or a clear recoverable state.
  • Consent without delivery counts as success: check the resource or person at the destination.
  • Partial success grants the full pact reward: tie rewards to the conditions they actually recognize.
  • Repeatable dialogue repeats a reward: record the committed outcome and one-time claim separately from conversational availability.
  • Failure blocks unrelated progress: preserve a main-story route unless that wider consequence is a deliberate, communicated design.

Exercise: hand the quest to another designer

Write a one-page quest brief containing the local need, three executable actions, one scarce resource, two choices, and three endings. Add the observations each completion check needs. Then ask a reader to take an unintended route: leave halfway through, refuse the agreement, or return after the reward.

Revise every place where their outcome depends on an explanation you did not write down. The aim is a coherent paper design; implementation and playtesting will still discover pacing, interface, and balance problems.

Use Game Quest Idea Generator for an editable starting direction, then compare your branch definitions with The Orchard Pact. For credible opposing goals, read Story Conflict Examples. For an extraordinary rule that genuinely changes available actions, see Fantasy Story Prompts.

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