Afraid you might have given too much gold after an encounter? Not sure how much you should be giving out in the first place? We’ve all been there. You want to reward your party for a job well done, but you don’t want them to be so rich that it breaks your game. So how to do you know how much is too much?
How much gold should you be giving your party? According to the Dungeons Master’s Guide, the average amount of Gold you should budget for a campaign is between 29,933-66,410.
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Although the DMG gives us a guideline for the amount of gold to give over the course of a campaign, the number of resources you give your party should be directly related to the risks they are taking and how much they need to live their desired lifestyle in your campaign setting. This number will look different for every campaign.
To find the amount your players need, consider the following when deciding how much gold your party should earn:
How much experience did your party earn from the encounter?
What is the cost of living in your world?
What style of living are your players accustomed to?
What are the spending options in your campaign?
How difficult do you want your campaign to be?
Are there alternatives to gold you could give instead?
Finally, have a plan for decreasing party funds if necessary.
If you are a brand new Dungeon Master and aren’t sure what you want your first campaign to look like, check out my Complete Guide for new DMsfor lots of helpful ideas and tips for running your first campaign!
Experience and Gold Reward
Understanding Experience Points
There are a few ways to keep track of player progress in order to know when to have players level-up. One method is to track the experience points of each encounter and have the players level-up after they earn a certain amount of experience.
If you want to learn more about the different ways to track player progress and decide which is best for your campaign, I outline the pros and cons of each in my article on experience points and leveling.
Even if you aren’t using the experience points method of leveling, keeping track of how much experience your party has earned in the course of a session can help you determine how much gold they should have.
Each adventuring day, your party has a limited amount of spells, hit points, and resources they can spend before they will need a break. There is a helpful chart on page 84 of the Dungeon Master’s Guide which I have recreated below up to level 5.
Level
Adjusted XP per Day per Character
1
300
2
600
3
1,200
4
1,700
5
3,500
To fully understand what an adventuring budget is and how to use this chart for creating encounters, check out my post on Creating Balanced Encounters.
At 1st level, each player has 300XP for the day. This means that a party of four 1st level players has a total of 1200XP each day (4×300). This number goes up with each level. This XP amount is the total amount of combat encounters the party can handle each day.
Of course, it is unlikely that your party will be adventuring every single day, but, when they do, this is a good indicator of how much gold they should be earning.
If on an average adventuring day your party is hitting their max XP budget, you will want to reward them well. If they still have XP to spare at the end of the final encounter, the reward should be much lower.
By tracking the amount of XP the party has used out of their overall budget, you can more easily adjust the amount of reward you give.
Encouraging Encounters
If you notice that your players are not getting anywhere near this XP number, you might want to back off the gold reward to encourage them to seek out more encounters.
On the other hand, your party is really struggling with the difficulty of encounters, you can increase the gold reward to help the players recover.
While XP earned and gold reward are not mutually exclusive, as there are non-combat ways to earn rewards, tracking the party’s XP budget use can give you an indication of whether or not you are giving too much or too little treasure.
Gold Rewards and Cost of Living
How much does it take to live in your world? Because the style and purpose of every campaign is different, this question is very important when it comes to knowing how much is too much.
Consider the Cost of Living and Location
How much your players need to spend to live in your world will depend on your player’s lifestyle and location. There are two ways you can run lifestyle costs in your campaign.
Option 1: is to have players pay per week or month for a chosen lifestyle and have all the costs of accommodations, food, equipment maintenance, and other needs come out of that amount.
Players can choose a level of lifestyle they would like to maintain that can change from month to month based on their funds. If players choose to live a wealthy lifestyle, this can lead to powerful connections and allies. If they choose a more modest lifestyle, they will save money, but miss out on some of these opportunities.
Option 2: have players pay as they go. Players have no reoccurring expenses and pay only as they need things. This takes more time but can lead to some fun interactions as players wander around the city looking for cheap but decent accommodations.
As a general rule, for either option, your players will need to spend the following per day for their general needs, e.i. food, shelter, and equipment:
Lifestyle
Cost per Day
Wretched
0
Squalid
1 silver
Poor
2 silver
Modest
1 gold
Comfortable
2 gold
Wealthy
4 gold
Aristocratic
10 gold minimum
Ownership of Property
Daily Maintenance Cost Per Day
Farm
5 silver
Shop
5 gold
Noble Estate
10 gold
It is important to keep in mind how much your players need to live and buy supplies when giving out treasure rewards. You don’t want to devalue the currency by flooding your players with loot, but you also don’t want them sleeping in the street because they can’t afford an inn (unless that’s the kind of campaign you are running).
If your players want to own property or a business, you will need to consider this in their cost of living as well.
Cost of Living Based on Location
Keeping your gold rewards in line with the expenses of the area will ensure balance. For example, a quest from the city mayor to slay a monster may pay the party 2,000 gold, but a similar quest giving by a small village elder may only pay 500 gold. Although they are vastly different rewards, both rewards will allow the party to stay, eat, and shop for several days with the reward money because of the difference in living costs.
You should expect the price of inns, food, and items to fluctuate depending on the area. A small, roadside inn might only be a single silver piece for a night’s rest and food while an inn in a crowded city of the same quality will likely be 2 gold for the same service.
Understanding what to include in towns vs. villages vs. cities can be confusing. For a complete guide on how to make villages and cities and what services and businesses adventurers are likely to find in each, check out my post on Creating Realistic Cities and Villages.
Gold Reward and Spending Options
Another important question to ask about your campaign is, “What can my players spend their gold on?” Are magical items extremely rare in your world and only found on difficult quests? Or can the party go to a local enchanter and get whatever they want crafted for them?
Understanding what your players may spend money on will help you determine how much they need. If players will be buying magical items, armor and potions, it is likely that they will need a lot of gold. However, if your players are obtaining those items in other ways, they will only need enough gold for supplies and living expenses.
If you campaign is all about finding objects of power, then award more items and than gold to your party. If your campaign is more about story and your players can buy those items, give them more gold than items.
However, if you are awarding magical items to your players on a regular basis, it is possible your players might get to a game breaking power level. Be cautious when giving magical items as rewards. To make sure you are giving magical items without breaking your game, I suggest you read my and follow my guide.
Gold Reward and Campaign Difficulty
The difficulty of your campaign also plays a role in the amount of gold your players should be receiving. Not just the difficulty of your encounters, but your campaign as a whole. How easily or difficult is it to just survive in your world? The difficulty of your campaign is a huge indicator of how much or how little loot you should be handing out.
If you are running an apocalyptic or survival campaign, odds are you party should not be getting much in the way of gold. They should have to scrape by day to day, foraging for food and taking on really dangerous jobs to make some money. However, if your campaign is on the easier side of this, then padding the players with extra gold shouldn’t be an issue.
Alternative Rewards to Gold
Rewarding players with gold becomes an issue when it begins to solve all of the player’s problems. Need to sneak into the warehouse? Bribe the guard. Get caught stealing? Bribe the guard. And so on. This can tank the difficulty and quality of your game and can be an issue no matter how experienced you are as a DM.
On another level, constantly receiving gold gets boring to your players. There are so many interesting and fun items out there you can find or create that are far more engaging than money.
If you are worried your party may already have too much gold, then there are alternative rewards you can hand out for a while. Chapter 7 of the Dungeon Master’s Guide is full of excellent ideas for treasure rewards that aren’t gold, here are a few of my personal favorites.
Magical Items– Equipment, armor, weapons, clothing, and accessories, all of it can be enchanted to help give your players an edge in combat. To learn more about how to give magical items as rewards without breaking your game, check out my article “Rewarding Players with Magical Items.”
Gemstones– Can be used as materials for spells, sold, or used to bribe or trade.
Art Objects– A chest full of small statutes, painted war masks, ceremonial daggers, and jeweled drinking horns makes for a much more fun loot description than gold alone.
Jewelry– Necklaces, anklets, earrings, rings, crowns, and lockets are interesting rewards and some could even be a part of a side quest!
Potions– After a long battle, there may very well be nothing your party wants more than a few potions of Greater Healing. Or perhaps a potion of greater invisibility or strength. These can come in handy later and save everyone time and money.
Scrolls– One of my favorite non-gold loot is scrolls. Throw in a scroll of fireball or dimension door and your party won’t even notice there isn’t any gold in that chest!
All of these rewards are useful, exciting,and help keep your budget in line when your party starts to get just a little too rich.
How to Decrease Your Party’s Funds
If your party resources ever do get out of hand, there are ways to restore balance. Some of my favorite options for depleting party funds are:
Buy or Build a House- Let the players know a house is for sale in a city they often visit. This is a large purchase that is sure to bring your party funds back to balance AND give the players a place to store all their stuff!
Help a Friend– If your players have an NPC they love, let that NPC come to the party in need. Whether it is a debt that needs re-payed, an illness that is only curable with a very expensive potion, or a business proposal, the party will be quick to help. If you aren’t sure how to make an NPC that your players will love, be sure to read my article on How to Create Unforgettable NPCs
Throw a Party– This is one of my favorites! (mostly because I make it a real party, with themed food and drinks!) Create a side quest that requires the group to throw an elaborate Ball to draw out a criminal leader or spy. Whatever the reason, a party is a great way to waste some money and have a great time!
Whether you are a novice or a veteran DM, knowing how much loot to give your party can be tough. But if you follow these tips, your budget will always balance out.
Until next time,
May your game have advantage, my friends!
-Halfling Hannah
Related Questions
How much treasure should I give per encounter?
The challenge rating of the encounter determines the amount of treasure players should receive. A challenge rating of 0-4 difficultly should yield between 7-30 gold, while a challenge rating of 17+ will earn between 2,800-7,000 gold. For complete information see page 136 in the Dungeon Master’s Guide.
How much gold should my players start with?
Player starting gold is determined by the player’s background and class. The DM can chose to roll this or give the players the amount stated in the Player’s Handbook.
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A New DM’s Guide to Experience Points and Leveling
As a new DM, it can be tricky to manage how often you award experience points or how often your party levels up. Not to worry, this simple guide will answer all your questions about experience points and leveling up your party!
So how often should you award experience and level up your players? You should award experience points to players when they successfully complete a task or complete combat. When players reach the next tier in experience points, they have earned the next level. Alternatively, you can grant levels based on reaching important milestones in the campaign or for the number of sessions completed.
While each method of leveling is perfectly valid, not every method is right for your game. Each one has advantages and disadvantages that you should consider before choosing which one to implement.
Experience Point Based Leveling
Using experience points to level up is the traditional way of tracking player progress in D&D. Players enter combat, take on quests, and gain experience points based on the difficulty of the task or enemy. Players track their experience points and use the chart below to determine their level. Once he/she has crossed the threshold into a new tier, he or she will “level up” his/her character.
*The chart below can be found on page 15 of the Player’s Handbook
Experience Points
Level
Proficiency Bonus
0
1
+2
300
2
+2
900
3
+2
2,700
4
+2
6,500
5
+3
14,000
6
+3
23,000
7
+3
34,000
8
+3
48,000
9
+4
64,000
10
+4
85,000
11
+4
100,000
12
+4
120,000
13
+5
140,000
14
+5
165,000
15
+5
195,000
16
+5
225,000
17
+6
265,000
18
+6
305,000
19
+6
355,000
20
+6
Using experience points to level up is the traditional way of tracking player progress in D&D. Players enter combat, take on quests, and gain experience points based on the difficulty of the task or enemy. Players track their experience points and use the chart below to determine their level. Once he/she has crossed the threshold into a new tier, he or she will “level up” his/her character.
Experience Points from Combat
The amount of experience earned by battling monsters is directly related to the monster’s CR or Challenge Rating. Challenge Rating indicates how difficult the monster will be to defeat. The higher the CR, the tougher the monster, the more experience points earned. Monster challenge ratings range from 0 CR earning 0-10XP to 30 CR earning 155,000XP.
To get the total experience earned from an encounter with multiple monsters, add all the experience points together from all monsters, but do not multiply the experience points like you would when calculating your party’s XP threshold. Each monster is worth only the experience listed in the book. If you want to learn more about how to calculate your party’s XP threshold to make sure you aren’t throwing too much at them, check out this helpful article on Creating Balanced Encounters.
For all experience points by challenge rating see the chart found on page 275 of the Dungeon Master’s Guide.
Once you have added the experience points for the encounter, divide the points among your players. For example, if your party just fought a young black dragon (CR 7) they earned a total of 2,900XP as a party. If you have 5 players in your party, then each player receives 580XP (2,900/5).
Non-Combat Challenges
Combat isn’t the only way players can earn XP. A DM can choose to award XP for exceptional role play, clever or unorthodox plans, expediency in completing a quest, solving a mystery or discovering a plot. The possibilities are limitless.
The XP earned from these quests will depend on how difficult the task and the level of your characters. If you would like help creating epic side quests to award your players with non-combat XP, check out this guide to Creating Epic Side Quests.
While DMs can choose to award XP for playing the game well, many would argue that non-combat challenges should be rewarded in other ways, such as in gold, contracts, alliances and contacts. This depends on your campaign’s style of play and is purely preference. Just be sure your players are earning their XP and you aren’t giving any handouts.
Advantages of Experience Points
The advantage of this method of leveling is its clarity. Players know exactly how much experience they need until they level up and that can motivate them to be more involved in combat and plot devices. Furthermore, because only the players who participated in the fight get XP, this method can also keep players accountable to show up to game night. If they miss too many sessions, they could fall behind the other party members.
This system also allows DMs to give out XP as a reward for exceptional role-playing or cleverness. With the other systems, there isn’t much of an incentive to focus on these things because, regardless of if they do or don’t, they will level up at the same pace. However, in XP based leveling, working for non-combat XP can make a huge difference in how quickly players level up.
Disadvantages of Experience Based Leveling
Level Gap
One potential disadvantage to the experience based leveling system is that players who often skip sessions can quickly fall behind in levels. It is possible for most of the group to be at level 5 while one player is still at level 3. While this isn’t a huge problem, it can cause some headaches for you as the DM and for the party. You must keep the lower leveled player in mind while you are creating encounters and the party might find themselves protecting the weaker party member in the midst of a higher level dungeon.
Tracking Experience Points
As you saw from the chart at the beginning, players need A LOT of experience points to reach higher levels. This means keeping track of every encounter and how much players need to get to the next level. This can be stressful as the DM when you are creating encounters.
You never want players to be just a few points short of the next level, especially if they need to level up to survive the next session. Using experience points means tracking experience points, so if you and your party aren’t great at this, you might try one of the methods below.
Milestone Based Leveling
The milestone based leveling system is most often used by DMs, and is the method Matt Mercer uses in Critical Role. Players level up once they have reached a milestone in the story, such as getting to a city or meeting an important NPC (non-player character). This is completely up to the DM and the players don’t know when they will level up.
Advantages of Milestone Leveling
The biggest advantage to milestone leveling is the amount of freedom it allows DMs. You no longer have to tally, divide and track XP. If you want players to level up at the end of the session, you simply tell them to level up. This can take much of the pressure off of encounter building and allow more focus on story.
Disadvantages of Milestone Leveling
Some disadvantages of milestone leveling include a lack of player incentives, accountability, and clarity. Without the carrot of XP dangling in front of the players at all times, some players may not actively role-play or try to find clever solutions to problems as much. If your players are only motivated to be creative when a reward present, you may have to come up with other ways to keep them engaged.
Players also may not be as motivated to attend every game if they know they will level up with the rest of the party when a milestone is reached. Milestones are always obtained as a party, so there isn’t a way to leave just one player behind, meaning there may not be as much accountability for players to show up.
Finally, some players like to know exactly how long before they can level up. They don’t like to be surprised and they want to feel as though they have earned the next level. These players may be a little antsy if they haven’t leveled up for a game or two. If you have a party full of these kinds of players, I wouldn’t suggest using the milestone method.
Session Based Leveling
The final leveling option is the session based leveling method. This method uses the number of sessions attended to determine when to level up. Most often, DMs will allow players to level up after 2 attended sessions.
Advantages to Session Based Leveling
The clear advantage to session based leveling is its blend of player clarity and DM freedom. Players still know when they are going to level up, just like with experience point leveling, but you don’t have to calculate and track XP. It is the best of both worlds. This system also provides incentives for players to show up to games, because that is the only way they can level up.
Disadvantages to Session Based Leveling
The disadvantage of this system is the lack of DM control and incentive to participate. Although this system frees you from the complications of XP, players are going to level up after two sessions, regardless of if they have earned it or if you are ready for them to do so. Players could spend an entire session talking in a tavern and still level up at the end of the night, some simply won’t see that as fair.
The other disadvantage is the lack of incentive to participate. The only requirement to level up is to show up. Unlike the other two systems where players did have to do something (either earn XP or progress the story) session based leveling requires nothing of the players but their presence. This can affect the overall quality of the game if the players are only there to level up not there enjoy the game as it was intended.
Related Questions
How long should it take to level up in D&D?
Typically it should take around 6 quests/encounters for your party to go from level 1 to level 2. This is not a hard and fast rule, but a guideline. After that, the required experience increases with every level, so it will take more and more encounters to level up. If you are using the milestone method, a good pace would be to level up every 2-3 sessions, depending on how quickly your party completes each part of the story.
How fast should you level up in D&D?
While many players will want to level up as quickly as possible, don’t get caught in this pitfall. Let the game progress naturally and never try to hurry players along to higher levels so they can face bigger enemies. Plan encounters for where your party is at and lets them enjoy the game at their own pace.
Until next time, my friends,
may your game have advantage!
-Halfling Hannah
What makes an NPC (Non-Player Character) unforgettable? What keeps players coming back to the same shopkeeper over and over? Regardless of the race, gender or setting, there are a few qualities that make NPCs stand out as a cut above the rest. If you want to make your NPC interactions more memorable, follow this simple guideline to learn how.
NPC Specialties
Why does the party need to interact with this NPC? Does this NPC make a potion or magical item the party can’t get anywhere else? Or is this NPC the holder of important information? Don’t be afraid to make items, potions, information of quests available only at one shop or through one contact. (You can even make meeting this NPC for the first time a side quest!) If the party knows the only way to get what they want is to deal with a specific NPC, you can be certain they will remember his/her name.
Side note: Remember, not all shops are equal. While some herb shops might sell herbalism kits or low-level potions, but a specialized potions shop will deal in potions of superior healing (more likely what your party is after). Don’t waste your best NPC ideas on places your party likely will never visit again.Give superior shops superior NCPs.
NPC Descriptions Matter
There is a difference between this description:
“You walk into the shop and see a gnome behind a short counter.”
And this description:
“You duck into the small, cozy shop and see the front counter has been lowered to fit the height of a female gnome. Her skin is a dark walnut brown and she has wild red hair that flows behind her as she moves rapidly back and forth shelving items. Now and then she climbs nimbly up the case that extends from the floor to the ceiling to put an item on a higher shelf. She moves with such nimble speed that her movements are almost a blur as she works. You catch her attention and she stops halfway up the shelves, smiling broadly.”
The second description not only gives your players a physical description of the shopkeeper but personality hints as well. When she talks, I would picture this NPC stumbling over her words because she speaks so quickly. Maybe she gets off topic often or asks too many questions in quick succession.
Obviously, not every NPC needs this kind of introduction, but throwing them in occasionally will add interest and make NPCs more memorable.
This is especially important if you have a side quest in mind for your NPC. Giving a detailed description slows down the game and alerts the players that there might be more to this individual than meets the eye. Also, be sure to throw in hints if there is an item this shopkeeper has on display that the party might find useful or interesting or if an NPC might but up to something secretive or underhanded. Descriptions such as, “You see his eyes darting back and forth, scanning the area suspiciously.” Drop the subtle hint to your party that this guy may be up to no good. Descriptions like this make the NPC more memorable because they include an element of drama and mystery.
Whenever possible, make the environment surrounding your NPCs come alive by using as many sensory details as possible. What would the party smell when entering an herbalist shop? What would the air feel like if they ducked into a cellar or entered a warm room on a cold night? Is there music playing in the tavern? If so, what is it like? Our brains work in sensory details, the more you provide, the more memorable your NPCs will be.
Wholistic Personalities (Ticks & Flaws included)
No one is perfect, and your NPCs shouldn’t be either. Perfect people are plain. To make your NPCs truly unforgettable, give them flaws. Character flaws can be as innocent as speaking too quickly, such as the example above, or deep, definitive flaws, such as running an underground criminal organization or selling potentially deadly drugs. The flaw depends on the NPC and your purpose.
Note that flaws can even become epic side quests if played well. Players may be so intrigued by the effectiveness of potions sold at a particular shop, that they follow the shopkeeper to learn the “secret ingredient.” Or a greedy NPC can even become a low-level villain or a suspect in a crime which occurs against their competitor.
However harmless the flaw, simply having one will make the NPC stand out in your players’ minds. Check out the list of flaws below if you need ideas!
Harmless Flaws
Deep Flaws
Speaking too quickly
Greedy
A stutter or lisp
Racist
Misusing words
Territorial to the point of sabotaging other businesses
Speaking too loudly or too softly
Sells faulty items 30% of the time
Always distracted
Participates in or runs the Black Market
Going Blind/Deaf
Secretly sells potions/equipment to the enemy/Is a spy (if your campaign takes place in a war setting)
Forgetful, very forgetful (think 10 seconds or so)
Member of a very old family that is part of a secret society (Can be a harmless flaw depending on how you do it)
Hoarder
Collects body parts to use in potions…they must be fresh to be most effective (this can be a whole serial killer side quest!)
Speaks only broken Common
Deals in a particularly dangerous/potent drug/Is an addict/alcoholic
Constantly telling pointless stories/gossip
Is a zealous follower of a deity or being
Knows the Mayor (and makes sure you know it)
Individual or family has been cursed
Using one or more of these flaws will add both flavor and intrigue to your NPCs making them unforgettable.
When memories are associated with an emotion, they are much more quickly cemented in long term memory. If you can find a way to connect your NPC emotionally to your players, it is very likely the party will remember them. However, you should keep in mind that there is a vast array of emotions your players could feel. Here are some examples:
Pity– An NPC could be suffering from an illness or dealing with the loss of a loved one. The NPC could alternatively be losing business to a competitor who is sabotaging/limiting his/her supplies.
Happiness– The NPC is bubbly and happy creating the same emotions in the players. His/her tavern/home is full of fun gadgets, pets, or other items that the party enjoys
Irritation– This can come in any number of ways. Perhaps they talk too slowly or too quickly. He/she could ignore certain members of the group and focus only on one member they like. Or they can be too loud or mumble. Giving your NPC annoying traits will help them stick out. And if you think this will make the party never want to see him/her, think again. There will always be one person that loves to watch everyone else get annoyed with that NPC. Trust me. (It’s me. I’m the person.)
Hate– Who says your players need to love every NPC you throw at them? Hate is a powerful emotion, and it is one I love to use (though make sure you use it sparingly). For example, the Captain of the Guard who keeps stealing the party’s glory. Or, my personal favorite, the slimy jack-of-all-trades shopkeeper who sells faulty items 30% of the time.
Of course, this is only a brief list of the broad spectrum of emotions your NPC could elicit from your party. Pick an emotion and then try to produce it from your party. Sometimes it works, sometimes it doesn’t, but the result is always more fun than a standard meeting.
Bringing it all Together
The best way to make your NPCs unforgettable is to give them relevance and purpose by treating them like real people.
If the NPCs don’t appear to have any relevance to the story, your players will feel that interacting with them is a waste of time and simply ignore them. Give all your NPCs purpose. Make that purpose simple, like protecting a grove, providing for their family, or keeping order, but give them purpose, nonetheless.
This does NOT mean every NPC has a fully fleshed out backstory, but it does mean you have several options on hand in case your players dig a little deeper. If players want to cure an NPC’s illness, make sure you have a disease and cure in mind. Even random characters can feel like they have purpose and relevance just by using the tips I have outlined above.
Unforgettable NPCs are just one way to step up the level of your game, and I hope these tips will help you get there.
I love side quests. I have always wanted a bumper sticker that says, “I brake for side quests.” I know I am not alone. Who else has spent hours upon hours completing every random side quest available in a video game before even starting the main storyline? Don’t be ashamed! Side quests are awesome!
When done correctly, side quests can be a work of art. They help players develop skills and gather the information and resources they will need later. Heck, they can even be amazing stories in and of themselves! Side quests allow players to explore the world and people around them in short but meaningful ways.
There are few games that provide both the time and format, and even encourage the use of side quests, such as Dungeons & Dragons. In these games, there is a whole world of possibilities (literally!) and the only limiting factor is the size of your imagination.
But with all this freedom comes the daunting responsibility of the DM to try to connect all the dots.
How do we, as DMs, create these and lead our players to the kinds of side quests they will remember? How do we create truly epic side quests?
To help you develop your own epic side quests I have created this 5 step guide. This is not a pre-made side quest, this is a guide to help you create your own unique and fun quests, tailor-made for your party.
Step 1: Think About Purpose
There is a difference between a random encounter and a side quest. That difference is purpose.
A great story, no matter how long or how short, has a purpose. What is the purpose of your side quest? No matter how simple or silly your quest, it should have a takeaway. A side quest of rescuing a child’s kite from a tree could have the purpose of reminding a jaded party that there is still innocence in the world that needs protecting.
A side quest of healing a village racked with a horrible disease could awaken the party to the realization the mages’ guild is experimenting with ancient, evil magic.
Perhaps the purpose is as simple as creating bonds and trust within the party or creating ties to a local village/area (which may or may not be destroyed by a dragon later.) The point is, a good quest accomplishes a purpose. Here are some other purposes your quest could accomplish:
Acquiring a rare/unique item
Gathering resources (show me the money!)
Gathering Intel
Lifting the mood
Taking a break from constant combat
Developing characters and bonds
Setting up a new plot
Whatever the purpose, your side quest should provide the party with something meaningful, or it will just be a waste of everyone’s time.
Take Away: There are many purposes to side quests, make sure you know what your purpose is.
Step 2: Decide How Long the Side Quest Should Be
The length of your side quest will depend largely on your purpose. The search for a rare magical item may take several sessions, but side quests do not have to be long to be impactful. A mini-quest can be as short as 10-20 minutes but, if done correctly, the impact will last the whole campaign.
Example: My group was on their way to a Drow city on the other side of a mountain range, far beyond the reach of civilization. At the base of the mountains was a small village, their last stop before entering untamed wilderness. Up until this point, the group of mixed race adventurers hadn’t had great interactions with the common folk, to the point that they were beginning to discuss not completing the quest and saving this world.
When they entered the village, the people avoided them, mummering under their breath, everyone except one small boy. He stared at them, wide eyed and clearly enamored. As he stared, a gust of wind pulled at his kite, ripping the string from his small hand and taking the kite high into the sky.
He began to cry. The group, naturally, rushed to his aid, promising to locate his missing kite. The boy beamed and the side quest began.
This mission only lasted about 20 minutes, but my players still talk about it. Mostly because the quest ended with the half-orc rolling a natural 1 on a low dexterity check to pull the kite from the tree it was stuck in, thus tearing the kite in half as he tried to dislodge it. The whole group had a lovely ceremony for the kite and shared a moment of silence as the Dragonborn used his breath weapon to send the kite up to kite heaven in flames…before he remembered he had the mending spell.
The group then played a rather intense game of hide and seek before escorting the boy home.
This short and silly side quest served two purposes:
To remind the group who they were fighting for
To give them a moment of lighthearted fun before, what I knew was to be, a long, hard battle ahead.
Take away: Side quests do not have to be long and intricate to be deeply meaningful.
Step 3: Consider Campaign Tie-In
Although a side quest can be completely random, the best side quests have some kind of tie-in to the main story line, even if your players don’t realize it…yet. A character or item from a side quest can show up later to save the party in their hour of need, or becomes vitally important to the success of a mission.
I can tell you from experience that players love it when a seemingly random event or useless item is woven into the story line. Do this a couple of times and I guarantee your players will be on the lookout for side quests and taking notes on the NPCs they meet along the way.
Take Away: Tie NPCs, events and items into the main story.
Step 4: Create Player Buy-In
Why should your players care? If you can’t answer this, then don’t expect your players to take the time and energy to jump through your hoops.
There are lots of ways to create buy-in, the simplest and most obvious is money. If your group is strapped for cash, they will most likely do whatever promises gold.
However, this is an extrinsic motivation that will likely not last long. Don’t rely on the promise of gold to create buy-in every time. Eventually, your party will be too rich to care, and if they do need the money, that is all they will be interested in. No names, no conversations, nothing but gold.
Some better ways to create party buy-in are to appeal to your player’s backstories, bonds, or flaws. Each of these creates a deeper motivation that will ensure players complete the quest and do so in a timely manner. How you appeal to these will depend on your players, but every player will have something you can use against them. Are they a gambling addict? Perhaps they have a tragic backstory involving losing their parents (who doesn’t?) whatever it is, use it to create buy-in.
Take Away: Not all that glitters is gold. Create player buy-in through the use of emotion.
Step 5: Create Memorable NPCs
The heart and soul of a side quest! Creative and fun Non-Player Characters can make a side quest truly epic, and you don’t have to be a voice actor to bring them to life!
It is more important for the people of your world to feel like real people than it is for them to have a unique voice. Here are some questions to ask about your NPCs
What are his/her flaws?
What do they want and what are they willing to do to get it?
What are their bonds?
What has their life experience been thus far? Are they innocent or jaded?
This are just a few questions that will help guide you in the creation of NPCs. If you are looking for more information on creating NPCs, check out this article on Creating Unforgettable NPCS.
In the end, it isn’t about how clever your stories or how detailed your character descriptions are, it is about making sure the players have fun. Side quests can be the times when your really “let your hair down” so to speak. They can hit the players hearts, make them laugh, make them cry, or just let them try that one ridiculous spell they have been so excited to use.
Regardless of the type of game you run, the kinds of players you have or what you’re a looking to accomplish, if you follow these simple guidelines, you will create epic side quests your players can’t get enough of.
These crispy, cheesy turnovers are perfect for a fall evening. I love to serve these with a hearty soup, like my Sausage Potato Soup or Wild Rice and Mushroom Soup. These delicate morsels make a great addition to the table and feel like they are right out of a tavern oven.
If you are new at baking, these are a perfect entry point to the art. They require little skill and no special equipment and yet look as though you spent hours preparing them. The full flavors of ham paired perfectly with rustic sage make this a fantasy dish fit for any adventuring party.
Working with Puff Pastry
Puff pastry can be found at any grocery store in the frozen dessert section. My personal preference is Pepperidge Farms, but any brand should work just fine.
You will need to take your puff pastry out of the freezer and let it thaw at room temperatureatleast 45 minutesbefore you plan to start making your turnovers. However, DO NOT leave it out for longer than an hour. Puff pastry gets very sticky and hard to work with when it is warm. Make sure your dough is thawed but still cold when you start handling it.
Puff pastry is a dough with lots of layers to it. As it bakes these layers being to pull apart making for a fluffy and delicious texture. The dough is packaged in thick sheets (normally 2 sheets per box) and you will need to roll it out to the right thickness.
Make sure your work surface is lightly floured. To do this, just take a handful of regular flour and lightly sprinkle it on your counter. Then place the dough onto the floured surface. I like to then sprinkle a little flour on the dough itself and gently rub it over the surface. I also make sure my rolling pin has flour on it as well. Remember, you need to work quickly while the dough is still cold, or it will get difficult to work with.
This recipe requires you to cut the puff pastry into 9 squares per sheet (a total of 18 squares between the two sheets). But if you are like me and can’t make squares to save your life, don’t worry, here’s a trick my grandma taught me:
Take your rectangle and fold one corner to the opposite corner. You will notice how the sides don’t line up at all. Simply cut from corner to corner and discard the offending dough. And there you have a perfect square!
Because of the layers in the puff pastry, it doesn’t like to stick together. This is why the egg wash is important. Not only will it give your turnovers a gorgeous color, it is necessary to seal the edges to keep all the goodies inside the turnover and not all over your baking sheet. DO NOT SKIP THE EGG WASH. If you do, your turnover will look like it is vomiting souls of the tortured undead.
Let’s Talk Cheese
What kind of a halfling would I be if I didn’t take a minute (or 10) to talk about cheese. Cheese is the life blood of a hearty meal. Whether it is served on the side or in the dish itself, NEVER forget the cheese! In case you didn’t already know, there are a lot of cheeses…A LOT. While you can change the kind of cheese in these turnovers, you should stick to a semi-hard to hard cheese. Let me explain.
Cheeses are sorted into categories based on the density and “hardness” of the cheese. This depends on a variety of factors, like the aging process, fat content and type of dairy used. Soft cheeses can almost be spread like butter. They have a low melting temperature and are very gooey when warm. These include Brie, goat cheese, feta, and gorgonzola. I would not suggest using a soft cheese in your turnovers because they melt very quickly, have a high moisture content and are more likely to spill out of the turnovers. If you do want to try using a soft cheese, then omit the light cream/half-and-half in the filling.
Soft cheeses melt at a low temperature because they contain high amounts of moisture. This is great if you are using them in a sauce or fondue, but not great for baking. Soft cheeses will add moisture to your turnovers preventing them from browning properly and making the bottoms soggy. The low melting temperature also means the cheese will melt long before the edges of the turnovers have cooked enough to hold in the contents, making a leaky mess while baking.
The better option is to go with a semi-hard to hard cheese, like aged cheddar, gouda, gruyere or Havarti. These cheeses melt at a higher temperature and have less moisture thanks to the aging process. The aged white cheddar I used was great, but I would also recommend Gruyere or Havarti if you can find it.
Ingredients
The better your ingredients are, the better the end product will be, but this doesn’t mean you have to shell out for specialty ham and cheese. Chopped deli meat and bagged shredded cheddar will work fine for this recipe.
I used farm fresh, cured ham (because my dad raises pigs) and Aldi’s Aged White Cheddar cheese ($5.49 for 10 ounces). You don’t have to go all organic and pricy for this recipe, I promise it is a show stopper no matter what.
The Recipe
Ok, enough jabbering, let’s get cooking! Here is what you will need:
For the filling: In a medium bowl stir together cheese, ham, half-and-half, sage and ground pepper. Set aside.
On a lightly floured surface roll the puff pastry (one sheet at a time) into 12 by 12-inch square; cut each sheet into 9 squares. Working with one square at a time, brush the edges with egg. Place 1 Tablespoon of the filling in the center of the square. Fold together opposite corners of the square, forming a triangle. Seal edges by pressing together with a fork and prick the tops to let steam escape. Place on a baking sheet lined with parchment paper.
Repeat with all 18 turnovers
Brush the tops of the turnovers with the egg wash. Bake for 5 minutes at 400 degrees F., then turn the heat down to 375. Bake an additional 15 minutes, or until the turnovers are puffed and a rich brown all over.
Serve warm with soup or as a snack with fruit and cheese
These turnovers are so light and tasty you might want to make a double batch! I promise they won’t last long. Nothing quite feels as warm and inviting as a batch of these turnovers. They are sure to get your party into the adventuring mood!
Ham & White Cheddar Turnovers pair perfectly with apple ale or spiced honey mead. If you are looking for something sweet to serve with these turnovers, check out these posts as well!
Until next time,
May your game have advantage, my friends!
-Halfling Hannah
What Level Should Your Players Start in Your Next D&D Campaign?
So you want to start a new campaign. You have the story idea, the maps, the minis, but what level are your players going to start? Should you start your new adventure as fresh-faced level 1 newbies who are just beginning their adventuring careers? Or do you let your party start at level 3 or even 5, marking them as seasoned adventures ready for a real challenge?
What level should your new campaign begin? There is no right or wrong answer to this question. The real question is, what is the purpose of your campaign?
Running a Campaign for First Time Players
If you are running a game for players who have never played Dungeons & Dragons before, or who have limited or outdated experience, I would highly suggest starting at level 1.
I suggest this because new players need time to slowly wade into the bottomless abyss that is D&D. Throw them directly into the deep end and few will swim, most will sink and that will be the end of your campaign. The purpose for first time players is to initiate them, not haze them.
Each class in D&D offers a huge variety of skill options, which can be daunting for a new player to navigate at the beginning.
How is a new player supposed to know what kind of barbarian they want to be? Or what kind of paladin oath they want to take? They simply don’t have the experience or knowledge to make those kinds of decisions right away. They need time to play with their character and begin to understand the game before they are locked into a category. And don’t get me started on spell options! If you give a brand-new player level 3-5 spell options right out of the gate, be prepared to clean up the mess after his/her brain explodes all over your gaming table.
For first time players I always start at level one and I make it clear that, if after a few sessions, they don’t like their chosen race/class/character, they are welcome to change once, no questions asked. This prevents analysis-paralysis and the fear of not liking the class they chose.
There are a lot of options and new players often have no idea if they will actually like all the decisions and strategy that come with spell casting, or always hiding in the shadows as a rogue looking for that sweet sweet sneak attack bonus. They don’t know their style yet, so I let them take their new character for a “test drive.”
I also make sure I don’t rush the game for newbies. I always start small and work them up. It simply isn’t fair to the player or the game to rush.
What does this mean in practice? As tempting as it is, don’t level up after every session just to try and get your players to the “fun part.” Let new players have a few sessions at level one to fully understand their race and class abilities so they won’t forget they have lucky as a Halfling until level 5 and get really pissed they weren’t re-rolling 1’s the whole time. (Yep, that happened).
Just slow your roll, let them learn the game because that’s the only way they are going to love it.
Running a Campaign for Veteran Players
But what if you are DMing a game full of veteran D&D players? They know the book inside and out, they can tell you all the class and race information, they are true dungeon nerds. Surely this group should start at a higher level. Level 3, maybe even 5? I still lean toward no, and here is why.
Dungeons & Dragons is not solely about rules and creating the most powerful character imaginable. Yes, there is a place for this, after all, who doesn’t want to feel badass? But there is more to this game. This is a role-playing game. Character interactions with each other and the world you have created are just as important as understanding when and how to use spells.
You can start your players at higher levels if the solepurpose of your game is to jump immediately into the main action, but make sure your players have a robust backstory that explains how they became so powerful.
Level 1 allows players to create their journey to becoming seasoned adventures, but if your party starts that way, they need to have a clear idea of how or your campaign will have little to no role-playing opportunities.
It is at Level 1 that your players forge bonds through challenges they have never experienced before, that is hard to recreate at higher levels.
Can veteran players handle starting at level 3 or 5? Of course, they can. Does starting at level 3 or 5 give them the best role-playing opportunities to build their characters and party bonds? That depends on you. There are certainly ways to facilitate this character growth while starting at higher levels, as the DM, you just need to aware and provide those opportunities.
A New Idea: Level 0
For years I started all my players at level 1 (aside from a few high level one-shots) and I thought that was a good as I could do. But one issue continued to surface, even at level 1 all the players were still “special,” or had already created bonds with deities or magical patrons. The rest of the party didn’t get to see or experience that with them, it was already done.
Also, new and veteran players alike can change their minds on what class they want to be depending on how the story begins to unfold.
I always thought this was just the way it was, until my husband started a new campaign and tried out a new idea. We all started at Level 0.
The Merits of Level 0
No powers. No contacts. No oaths. No classes. Nothing. We were normal, everyday citizens working and going about our normal lives.
Instead of worrying about what spells we would take or what ability pathway felt right while creating our characters, we focused solely on character backstory.
We spent time thinking about our bonds, families, flaws and inner desires. All the characteristics that would normally be pushed to the back burner suddenly became vitally important. We all knew were we thought we wanted our characters to end up, but, for the first time, we had to earn it.
If we wanted a spell, even as a paladin or warlock, we had to go through the role-play of figuring it out. Someone had to teach us, or we had to practice until we got it right, meaning, at first, it may not work (percentile die roll). If someone wanted to be a fighter or barbarian, he/she had to practice or be in a profession that would lend itself to working with weapons or armor (such as a blacksmith). Everything we did was earned. Every spell, every ability (excluding racial abilities) every level.
By the time we reached level 1 we had an INCREDIBLY rich character development and party dynamic. When had been there with some characters as their tragic story unfolded. By the time we reached level 3 we had lost two members to a young dragon and felt jaded and scarred. By the time we reached level 5 we were grisly and toughened adventures, not because our level said we were, but because our shared experiences made us that way.
Downsides to Level 0
If you are toying with the idea of starting a campaign at level 0, there are some potential downsides of which you should be aware of.
Time
This is extremely time-consuming. In fact, we went through entire 3-4 hour sessions where there was 0 combat, just talking between party members. Our group loves this role-play heavy style, but if you are DMing for a bunch of murder hobos, beware, they may not enjoy it nearly as much.
Time Again
Not only is it possible for the pace of the game to slow when you start at level zero, but the leveling pace is also slowed. Using this method, a story based leveling system is almost a requirement because players can’t fight anything at level zero. This means you need to have lots of story options prepared for your budding heroes, which leads me to the next downside.
Preparation
If you are going to run a campaign at level zero, you as the DM have to know exactly where the characters want to go and then give them the opportunities to get there. You can’t tell your party they have to earn their spells and then never give them the opportunity to do so. This means you need to have conversations with your party outside of game time and prepare lots of options for them to get to where they want to go. If you are more of a “fly-by-the-seat-of-your-pants” DM or a DM that doesn’t like to spend a lot of time preparing, I suggest sticking to the standard level 1 campaign start.
If you are willing to take the time and effort required to start your party at level zero, you will be rewarded by deep conversations, character growth, and party bonds. I highly suggest giving it a try.
Regardless of whether you start at level 0 or level 5, remember, this game is about your players. Make sure your campaign meets their expectations and gives them the opportunity to role-play their characters, whatever level they may be.