From 10d90e2c6083b0cfde821602fc5cef4149105a7c Mon Sep 17 00:00:00 2001
From: Malin Freeborn <malinfreeborn@posteo.net>
Date: Sat, 7 Jan 2023 06:17:02 +0100
Subject: [PATCH] add side quest notes

---
 gm.tex | 9 +++++++++
 1 file changed, 9 insertions(+)

diff --git a/gm.tex b/gm.tex
index d4233657..7bff51f1 100644
--- a/gm.tex
+++ b/gm.tex
@@ -28,6 +28,10 @@ The character sheets contain a large space in the middle where players can add b
 Coins can even be used to keep track of \gls{fp} and \glspl{fatigue} as they change so often.
 It'll help cut down on wear to the character sheet.
 
+\subsection{Read Two Days Ahead}
+
+Always read two sessions ahead, because you never know when players will throw you a curve-ball and kill the evil baron, or just ignore your plot-hook.
+
 \subsection{Tracking Information}
 
 Print out the \gls{gm} sheet at the end of the book for a little help handling all the information you'll need to keep track of during a campaign.
@@ -277,6 +281,7 @@ Almost any friendly people travelling in the same direction  as they party will
 \end{multicols}
 
 \section{Side Quests}\label{sidequests}
+\index{Side Quests}
 
 \begin{multicols}{2}
 
@@ -472,6 +477,10 @@ Breaking things up like this allows different smaller plots to meld into one.
 Perhaps characters go looking for the bandit alchemist immediately, and find some other encounter in the forests.
 And maybe when the bandit spy joins the party, he'll end up in an unrelated encounter where the party find themselves trapped in a giant web, and he takes the opportunity to finish them off.
 
+\iftoggle{aif}{
+  See \textit{Adventures in Fenestra}, \autoref{sideQuestIntro}, for a full campaign, built on weaving Side Quests together.
+}{}
+
 \end{multicols}
 
 \section{The Undead}
-- 
GitLab