D&D General Preferred Length of Side Quests?

I think a side quest should not be more than one or two sessions long - but ultimately the players decides how long they want to engage with it or the setting. Not me.
Indeed, to the bolded. My answer is simply "as long as it takes".

Sometimes what starts out as a mere side quest in the DM's mind becomes the main quest in that of the players/PCs, with the previous main quest(s) or story(ies) cast aside either temporarily or permanently.
 

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Never plan a "Big Adventure".

What you are doing is great - A GM should never be able to plan more than 1 session ahead. Maybe 2...
I'm not completely on board with this. Planning a Big Adventure (or AP) that could run 20, 30, 40 sessions is fine, and can be very useful.

What one has to realize, though, is that those plans might need to be tossed out the window at any moment should the players/PCs throw a curveball at you whether intentionally or otherwise.
If you have an established locale, and a few adventure hooks - then you are off to the races.

"Big Adventure" will be a natural consequence as the PC's interact with the game world and make enemies.
One hopes. Sometimes, though, the players (either in-character or out) are at a loss as to what to do next and need a little prodding.
 

Every time I assume the players will get in and get out, they will try and stay. Anytime I hope they will stay and finish, they cut bait early and head back to town.

If this dungeon currently is too tall for the PCs to ride, dont use it.
 

I'm not completely on board with this. Planning a Big Adventure (or AP) that could run 20, 30, 40 sessions is fine, and can be very useful.

What one has to realize, though, is that those plans might need to be tossed out the window at any moment should the players/PCs throw a curveball at you whether intentionally or otherwise.

This is why it is better not to plan but let such things evolve organically.

You get the exact same effect, with less effort, and even better - less wasted effort.

And the player the 'curveball' is now a feature that you riff off of - not a bug that destroys 'plans'. (Not that said plans couldn't be repurposed with a bit of extra effort)


One hopes. Sometimes, though, the players (either in-character or out) are at a loss as to what to do next and need a little prodding.

SHUDDER I have been mercifully spared from such players so far.
 

Generally, I like "side quests" to be on the order of 3-5 sessions. That's long enough for stuff to happen, but short enough for it to feel like an appetizer rather than a main course.
 

It can definitely work if it's absolutely clear from the start (or at least rapidly becomes obvious) that this is not a place that the party can "clear", and that they're taking a huge risk just on a quick "in-and-out" trip...

Perhaps the wizard only provides them with the means to access a particular portion of the dungeon, and explains that they'll be unable to access the rest of it without acquiring other means (which the wizard may or may not have and be willing to trade to the party)...
If the place is well-known to be a site of some ancient evil which constantly spawns undead, or the reputed lair of some master vampire or lich, etc., which is clearly and obviously above the party's level - as repeatedly pointed out by anyone who even sees the party headed in the place's general direction - it can end up becoming an ongoing Side Project for the party to keep hitting the place every few levels in order to eventually take it down.
 

Well, I ran the larger side quest dungeon last night. I think it ended up being a mistake - but I'll chalk it up to a lesson learned running for a new group and learning their preferences.
What I learned was big, old school dungeons that focus on exploration aren't as interesting to them as ones that are trap- and monster-filled.
Their characters left the dungeon, saying "no reward is worth this boredom." And basically the players felt they wasted 4 hours of their lives.
 

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