To gamify your life without making another to-do list, build the game around optional experiences. Choose a small quest, define what counts as finished, and add a reward only if it makes the activity more enjoyable. Leave out penalties, debt, and compulsory streaks.
Here is a simple system you can use in a notebook or your phone's notes. It is a suggested DIY game, separate from SideQuest's app mechanics and XP values.
Start with something you want to experience
Begin with a feeling of curiosity: you'd like to notice your neighborhood, try a different creative activity, or make a plan with a friend. Turn that into an action you can finish.
- “Explore more” becomes “find one public artwork on a familiar route.”
- “Be creative” becomes “sketch the view from one window for ten minutes.”
- “Spend time with friends” becomes “invite a friend to choose between two short outings.”
The finish should depend on something you can do. Sending a thoughtful invitation can complete a quest; getting another person to accept should not be required.
Use a three-line quest card
That is enough structure to begin. You can add a name, an icon, or a note about what happened, but the setup shouldn't take longer than the activity.
Add XP only if you'd enjoy it
In this DIY version, XP is simply a score you give yourself. It has no monetary value and doesn't unlock anything in the SideQuest app. Try one consistent rule instead of calculating a different score for everything:
| Event | Optional rule |
|---|---|
| Complete one chosen quest | Add 10 personal XP |
| Complete a quest with a friend | Still add 10 XP; company isn't a multiplier |
| Change or skip a quest | No points lost |
| Reach 30 XP | Choose the theme of your next adventure |
The numbers are deliberately modest. You aren't measuring the value of a day, comparing yourself with other people, or earning permission to rest.
Choose rewards that don't create another obligation
A reward can be deciding the next outing, making a small collection of discoveries, or returning to a favorite place. It does not need to cost money. You also don't need to withhold something you already enjoy until you've earned it.
Ask one question: would this reward make the game more fun? If tracking it feels like administration, remove it.
Give the game a forgiving reset
Try a one-week season with one or two optional quests. At the end, keep the moments you liked and start a fresh page. Don't roll unfinished quests into a growing backlog.
If you miss a day, continue whenever you want. If a place is closed or an activity no longer suits you, choose a smaller alternative. A game you designed for yourself can change its rules.
Keep ordinary responsibilities outside the score
You may already use checklists for work, appointments, or household tasks. This particular game is for discovery. Keeping those lists separate leaves room for an experience that doesn't have to be efficient or useful.
An errand can still contain a side quest. You might notice an interesting sign on your way to buy groceries. The groceries are the errand; noticing the sign is the optional adventure.
Try it this week
- Choose one idea from these real-life side quest prompts.
- Write an action, a finish, and a limit.
- Decide whether you want points at all.
- Afterward, record one thing worth remembering.
- Keep, simplify, or abandon the system based on whether you enjoyed using it.
For more about the idea, start with the real-life side quest guide. You can also explore SideQuest's Quest worlds, including Main Character Energy, to see different themes for a day.



