Should we be making quest logs?

Some things in video games are only possible there and would become a slog if we had to do them with pen and paper. We should sometimes have a think about features in video games that could be easily ported to tabletop, and see how they impact our games. The one I was thinking of recently was the quest log.

A few reasons why they’ve super useful in video games: If I don’t play the game for a month, I usually forget my objective. They can offer a story recap of previous bits I’ve done, and who for. They let me keep track of multiple goals at once if the story is complicated and weaving around multiple threads.

Well, those perks all seem great on a tabletop game too. In one of the games I play, we typically play every other week. Sometimes we have to miss a week because of reallife obligations, and that’s A WHOLE MONTH between sessions. A reminder and clarification of what we’re supposed to be doing wouldn’t go unwanted. In Lost Mines and more so in Rhyme there are tonnes of side quests. Did anyone take a note on who was looking for the hideout of the Redbrands, you remember, that quest from six months ago?

Players’ should be keeping their own notes. It’s incredibly rewarding as a DM when your players connect two dots – something they won’t do without notes. Not to mention, it’s super useful for players to be a second reference for information. I play with a DM who gives inspiration for offering NPC names before he has time to flick around the book to find them – something which speeds up the game a bunch. However, I think there’s a lot to be said for the DM keeping a list and saying “just so you know, you’ve started on the Blacksmith’s Son questline”.

Part two of this idea is that maybe DMs should break immersion just a little bit more and list what the reward is on this sheet of paper. Not just the gold reward the blacksmith has promised, but a hint at the magic item they might find along the way. If the players ever get stuck on their main quest – maybe they feel they’ll need some silvered weapons before they can take on the werewolf – a sidequest might offer it to them.

Some sidequests would of course be competing. Do you go after the Blacksmith’s Son now, or Root Out The Goblins first, risking the trail going cold? Blacksmith’s Son hints at those silvered weapons, but Root Out The Goblins cryptically suggests there might be a whole box of potions of invisibility available, which would be cool as heck.

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