How to improvise your Amtgard quests pt. 1
If you’re like me, you like to run quest every week at your local Amtgard chapter. If you’re not like me, this probably sounds grueling and impossible, with all the planning and resources that would need to be involved. Regularly, this would be absolutely correct; the amount of planning that goes into a standard quest would simply not be practical if required on a weekly basis. My workaround for this particular problem was to STOP PLANNING and run things by ear. Now, this is both easier and harder than it sounds, you still have to prepare, but in a different, more spontaneous way that lends to being flexible and accommodating. If the formula I’m about to share works for you, you too might get to the point where you can run weekly quests.
Run a smaller group with smaller stakes
-Don’t get the pitchforks out yet! I am aware that the tradition in Amtgard questing is for more or less the entire park to partake in quest, either as NPCs, or a giant, bristling mob of murderhoboes. I’ve never seen the reason behind this; I feel it trades off inclusivity for a much worse group dynamic overall. If the goal of a quest is story and character development (Which it should be), how much meaningful dialogue do you expect to get out of 10 or 15 different characters? When’s the last time you had a 9 person Dungeons and Dragons campaign? The less characters in a given scenario, the more chance each has to make an individual impact upon the story. If the Fellowship of the Ring had travelled in a giant pack for three books instead of splitting off into different, smaller groups, their characters would have been much harder to distinguish from one another, therefore much less developed and memorable.
Changing the group dynamic of quest implies a lot of changes upon your content; I prefer to skew lower numbers of players toward lower stakes conflicts.Give the demons and vengeful gods a rest; have your PCs help a merchant back to their town, or find a missing cat! You as the Quest master have the narrative power to make even these mundane tasks exciting and meaningful experiences for your players, for the Spice of Life is what happens between point A and point B. Also, players are able to role play more easily in situations with which they can resonate, i.e. mundane scenarios.
Part 2 coming in a few days!
















