As is discussed in TTV Episode 136, I wish to include some community involvement for the Bionicle RPG that is coming up soon. Or whenever the rest of the cast gets their character sheets filled out.
In any case, the title of the specific campaign I'll be running is "Kingdom Come" and I have a pretty solid idea of the sort of events that will take place. That being said, every good RPG has some side-missions to shake up the formula and provide some extra opportunities. Since side-missions typically aren't tightly tied to the main over-arching plot, this allows for more freedom and variety. This is the part where you come in.
You are being given a chance to design a side-mission the players may encounter during their adventures. Now, before submitting an idea, I highly encourage you to listen to TTV 136 first as I outline the process there pretty well (don't be afraid to ask questions here though). That said, I'll provide a brief recap of the two biggest points:
1) Avoid too many details. A side-mission can only be presented as a possibility when circumstances allow. Making your side-mission depend on a specific location, pre-established/canon character, event, or time era will heavily decrease the likelihood of your side-mission being used. An example of a bad side-mission would be "Turaga Jovan sent a courier to seek out Lessovik for a secret mission to the island of Karzahni, but the courier was taken hostage by the Dark Hunter Mimic".
Paint with broad strokes. Use simple criteria such as "small village", "a large forest", "happens every night", "a Vo-Matoran doctor named Dixnic", etc. If you want a frame of reference as for what time era you should shoot for, the events taking place are in the era of 4000-5000 years before The Great Cataclysm.
2) Avoid not enough details. Riding off the back of the last one, you do need to give your side-mission some thought. If the long and short of your side-mission is "the players must stop a local Skakdi gang from terrorizing the townsfolk", there's immediately two things wrong with your proposal. First, you can't tell the players how they must react to this event. What's to stop them from joining the local gang instead? Nothing, that's what. Second, one event does not a side-mission make. There needs to be something to generate interest with some sort of semblance of implied cause-and-effect.
A good example of a side-mission would be something like "A nearby gang of Skakdi are terrorizing the inhabitants of a local town, looking for an escaped Vortixx slave that stole off with a prototype Kanoka that enslaves the mind of those it hits. The Vortixx secretly plans to use this Kanoka to enslave the townsfolk and form them into a mindless army that can be used to take revenge on the Skakdi gang". We now have a generic setting and a point of conflict. Left to their own devices, it's hard to say what the outcome would be, but the players can influence what happens by helping the Vortixx (should they find him/her), the gang (perhaps hoping for a reward or influence), the townsfolk (t'would be the noble thing to do), or even themselves (maybe they'll just seek out the Kanoka for themselves and leave everyone else to their fate). Either way, the mission's course would run beyond that of a single combat encounter and could be approached from multiple angles.
Don't be afraid to give character's some personality traits either. Is the gang leader greedy? She may try to convince the players to help capture the Vortixx for a fee she never intends to pay. Is the Vortixx a coward? They may succeed in building a drone army only to chicken out at the end. Perhaps the townsfolk are stubborn and don't want the player's interference in their affairs. The possibilities are endless.
Alrighty then, go at it, folks. Don't be afraid to ask questions if you have any. If I like a submission, don't be surprised if I decide to ask questions about it myself. Also, the rest of the cast are on their honor not to read your side-mission ideas, so you don't have to worry about spoilers and using spoiler tags.