Late to the party: RPGaDay 2019 prompt 24


I love finishing a quest and reaping the rewards, or barely surviving an encounter with a boss.
Sometimes though I feel like I have trouble doing this for players in my games.

I’ve started to think more now about micro-goals though, or how to make stories more player-driven, and give better rewards for them.
Basically, I want to try and work out how to give that same feeling for completing a side quest as for the main quest, and more specifically how to do it consistently, and across a group.

I know that some players won’t jump into the spotlight, or interact as much as others, and that’s fine. But I’d like to try and accommodate them as well.

I’m going to have to go on a scouring of my rulebooks and the internet for advice.

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