Lemming42
Arcane
There's a lot of unmarked stuff in Fo3 and settlements tend to have weird little subplots going on. The aircraft carrier for example, Rivet City, has:
- two major, marked quests: The Replicated Man and Stealing Independence
- is visited as part of the main quest, Strictly Business, The Wasteland Survival Guide, and probably a couple others
- an unmarked quest to gather shotguns for the guard commander (I can't remember if there's anything interesting about this or if it's as boring as it sounds)
- an unmarked quest to either arrange or ruin a wedding
- an unmarked quest to donate to the church
- an unmarked quest to either frame or absolve a council member of crimes, with different rewards depending on who you pick
- an unmarked quest to save a woman from slavers or turn her in, with different rewards
- an unmarked quest to talk an old guy out of suicide (iirc there's a couple different ways to do it, including getting him to adopt one of the random homeless kids who's running around)
- an unmarked quest to bully one of the homeless kids into running away, which then opens a second unmarked quest to go find him and convince him to return home
I like these as a way to build flavour - it's like Junktown in Fo1, where you've got two big quests (Help Gizmo/Help Killian and Stop the Skulz), and then a lot of little things like mending or ruining the relationship between the waitress and the boxer, taking and restoring Neil's urn, convincing the Skulz's doorwoman to leave the gang, helping the woman who is taken captive by the raider if you stay at the Crash House, stopping or blackmailing the doctor who sells human meat, recruiting Dogmeat, etc
- two major, marked quests: The Replicated Man and Stealing Independence
- is visited as part of the main quest, Strictly Business, The Wasteland Survival Guide, and probably a couple others
- an unmarked quest to gather shotguns for the guard commander (I can't remember if there's anything interesting about this or if it's as boring as it sounds)
- an unmarked quest to either arrange or ruin a wedding
- an unmarked quest to donate to the church
- an unmarked quest to either frame or absolve a council member of crimes, with different rewards depending on who you pick
- an unmarked quest to save a woman from slavers or turn her in, with different rewards
- an unmarked quest to talk an old guy out of suicide (iirc there's a couple different ways to do it, including getting him to adopt one of the random homeless kids who's running around)
- an unmarked quest to bully one of the homeless kids into running away, which then opens a second unmarked quest to go find him and convince him to return home
I like these as a way to build flavour - it's like Junktown in Fo1, where you've got two big quests (Help Gizmo/Help Killian and Stop the Skulz), and then a lot of little things like mending or ruining the relationship between the waitress and the boxer, taking and restoring Neil's urn, convincing the Skulz's doorwoman to leave the gang, helping the woman who is taken captive by the raider if you stay at the Crash House, stopping or blackmailing the doctor who sells human meat, recruiting Dogmeat, etc