A real-life side quest is a small, optional adventure outside your usual routine. It has a simple goal—notice something, try something, or go somewhere—and a finish you can recognize. It can fit into a lunch break, an errand, or a free afternoon.
You don't need a trip, special equipment, or an impressive story waiting at the end. Walking home by a different public route and finding one detail you've never noticed can be enough.
What makes something a side quest?
The expression comes from games. Cambridge Dictionary describes a side quest as a separate objective outside the main game, and also recognizes its everyday use for an additional activity.
For a real-life version, try three ingredients:
- A choice: you want to do it, and you can skip it.
- A little discovery: something about the experience is unfamiliar or worth paying attention to.
- A clear finish: you know when you've done the thing.
“Be more adventurous” is difficult to start. “Find a piece of public art on the way home” gives you somewhere to begin and permission to stop.
A side quest can fit around what you're already doing
| Your ordinary plan | A possible side quest | Finish when… |
|---|---|---|
| Walk to get coffee | Look for an interesting doorway along your route | You've chosen one detail to remember |
| Visit the library | Browse a shelf you usually pass | You've read the opening page of one book |
| Meet a friend | Each point out one thing the other missed | You've compared discoveries |
| Stay home | Find an object with a story and write three lines about it | You've recorded the story |
These are invitations, not a required checklist. Change the distance, setting, or activity to suit your time, energy, and access needs.
How to choose your first real-life side quest
- Choose your limit. Decide how much time and money you want to spend before choosing the activity. Ten minutes and no purchases is a complete brief.
- Pick a verb. Find, notice, taste, ask, draw, and explore suggest something you can actually do.
- Add one constraint. Find something purple. Draw one rooftop. Browse one unfamiliar shelf. A small constraint gives the activity a shape.
- Write the finish. “After finding three examples” gives the activity a clearer finish than “after exploring enough.”
- Keep a small reminder. A sentence, sketch, or photo of an object can be enough. Sharing it is optional.
Try this ten-minute quest
If going out isn't practical, use the same prompt from a window or with an object at home. The interesting part is making a choice about what you notice.
Does it need XP or a reward?
No. You can add points if you enjoy them, but the activity works without a score. A useful reward might simply be keeping the photo, telling a friend what happened, or deciding you'd like to return.
If you add your own XP system, keep it small and optional. Missing a day does not need a penalty. There is no catch-up assignment.
Can you do side quests with friends?
Yes. Agree on the time and budget, choose one shared prompt, and make sure everyone can decline or suggest a different version. A quest about noticing unusual signs gives everyone something to contribute without putting strangers on the spot.
Keep activities in places you're allowed to be. Ask before including another person in a photo or an activity. Discovery does not require trespassing or making someone else part of the game without their agreement.
Where SideQuest fits
SideQuest turns ordinary days into tiny real world adventures with playful quests to do solo or with friends. Explore its Quest worlds to see the different kinds of day you could choose. The app is coming soon to the App Store; the prompt above is something you can try on your own today.


