diff --git a/README.md b/README.md index 22241ec1d7a117f51acef438b5ee85f05cc1e464..e254ff60b9ed1d3b864bddf0c2063b85d0a4730a 100644 --- a/README.md +++ b/README.md @@ -75,6 +75,16 @@ Nobody magically heals, so wounds stick around for the duration of the game. To Healing Fate points after an encounter means players don't constantly fear death after a single wound, but still have to carry that wound. It also provides a plausible fear-mechanic, as players with few Fate points have a good reason to fear for their characters. +## Side Quests + +Foreshadowing, multiple plot-arcs, and keeping track of the lot over the long term can be difficult. +Who has time for that with study and a job? +Side Quests are here to help the GM and make sure that no GM comes unprepared, even if they haven't actually prepared anything. + +An individual Side Quest is a simple story in a few parts - the players hear of a mad mage, players encounter a monster made by the mad mage, and finally the players find a village destroyed by the mad mage. +That last part can be repeated until the characters confront the mage. +Details of the mad mage's lair will be given, so the players can track her down when ready. + # Setting Bog standard fantasy world. Sue me.