[RPG] Too many divergent side quests. What do I do

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I'm running a D&D 4e campaign taking place in Forgotten Realms (in 3e timeframe as I'm more familiar with it). My plan for the campaign was for the group of PCs to arrive in Waterdeep, where, as one of the plotlines, several large organisations are vying for complete control, using PCs to further their goals – thus I planned a sidequest or two for every organisation, which they would offer to PCs so that PCs can gain the given organisation's trust.

However my players completely surprised me with abundance of personal quests they gave to me. Including all the personal plotlines we have running now (7 players, at least 5 of them with great plot hooks it would be a shame not to use) and the fact I would like to get somewhere before Christmas on my main plot, as we are having a D&D break over it, I feel very much time constrained. However, most of the sidequests have been already laid out and I can't really retcon them out of existence.

In addition, this is my first time when literally every player provided me with abundance of plot hooks, many of which are quite divergent. Because of this there's quite a lot of inter-party conflict and at least two players basically created very apathetic characters, interested ONLY in their own personal plotline, and can't really justify why are their characters travelling with the party. This creates a very strange dynamic. While we all enjoy inter-party conflicts a lot (even though D&D is in principle a team game), I'm afraid that in the long run it may majorly derail the campaign. This makes keeping the main plots on-track feel more important.

My question is, what would be the best course of action with my sidequests? Should I modify them so that they all link in (in a more major way) with the main plotline and/or the personal quests? Should I just hope the players do not pursue them and sweep them under the metaphorical rug?

Best Answer

Plot Issues

1. Play out the sidequests anyway in the back burner

In a way this feels like a Shadowrun situation, and quite frankly if the players are chasing their own (maybe literal) ghosts, the factions are going to hire someone available to do it. Let the party handle their own stuff and a rival party gets the job. You can resolve the quest any way you feel appropriate for where the plot will develop, but now the players need to fight for their reputations. The next player plot hook could be buried in the rival groups.

2. Why not mix it up?

If the party is supposed to be a group of characters with high impact on their world, there is a way to make the character plots intercede with the core plots, even if they happen just a little off kilter from what you need to accomplish like the job is straightforward but Bob's old nemesis just can't see it go well, or George's scorned love demands a favor in exchange for forgiveness, or Nell's long lost sister might be in the mark faction's castle/town/whatever. While they may seem very divergent, the plot device has a setting for looping things together in the strangest of ways such that they all become related and keep the party together.

3. PC the NPC / NPC the PC

Do you have a specific way you want the quests to go? Follow one of the players on their sidequest (and anyone else with reason to be involved) and pre-gen NPCs for the rest of the characters to play - including a core enough personality to keep them involved. Meanwhile, the party does their quest. It might not be the smoothest accomplishment but it would then be up to you as the DM for embellishments but do reward the core party with the quest items for the players performing well in the side arc. This also gives you play room for fuzzy memory parts that you need to ad hoc or retcon.

4. Save this campaign for later

If the players are giving you enough plot to run a full game, it may mean that you should save this campaign for when you have a more attentive party - especially one where you can tell the players what they're in for to make characters in reaction to it. This is my least favorite idea but if they have these in depth characters that run parallel to the world you're running, it may be worth considering.

Motivation Issues

I'm hoping these are not the CN players who just enjoy what I call the Video Game Experience. To me, the Video Game Experience is that to the player, anything in the environment they can interact with needs to be important, monsters are just experience, and the plot itself doesn't necessarily need to matter if they get the levels and the loot. In this case they are almost turning themselves into NPCs if their actions really have nothing to do with the party.
It may be worthwhile to sit down with them to explain that these characters need a few tweaks to make the game harmonic. While a character can be selfish, the fact is that it's hard to run a full party with the truly self indulgent within it. Tell them that they can keep their characters, perhaps even as they are but the player becomes responsible at least up front with why the character is with the group. After encountering a situations where the characters don't mesh or the lone wolf amidst the team, DMs in my area have started telling people that even if they make characters on their own, it's up to them to make party cohesion work. Sometimes it doesn't matter and the DM holds the leash for some major plot hook, but the fact is that in the seemingly sandbox world you have, the party dynamic is player driven.