It wouldn't help you. The ram meat and blankets for the people in the crossroads is tied to the plot, and you didn't get it. It is part and parcel of what the Herald is supposed to be doing, drumming up support for the Inquisition. Evidently, you're of the opinion that that leaving people hungry, because you can find it in Afghanistan, is the better way to go. That's a hell of a way to drum up some good will in an Andrastian dominated society, for an organization that has been denounced by the Chantry. You have taken great strides to proving that the Chantry is correct by ignoring the needs of these refugees.
The reason I said 'you can find this quest in Afghanistan" is because the side quest in order to be relevant or useful in the game has to do one of several things to meet my expectations as a player who wants to be immersed in the world including:
* tie to main plot clearly. Re-enforce the relevance of the ram meat side quest by using the quest marker to lead the player to an additional cut scene after turning in the ram meat in which the local villagers apparently think higher of the Inquisition than before, or new agents are recruited (because the reason you're there in the first place is because you're trying to build influence). Just having a bar with points is a cheap way to demonstrate the gathering of influence. If everything else about the sidequest is interactive or cinematic, then the gained influence should also be interactive or cinematic - ie the Ortan Thaig dwarf shown standing at the Assembly, and the quest marker forcing you to meet her there to complete the quest so you definitely see the impact and the resolution to that quest
* be lore-specific. In other words, you can find rams in the real world, you can find refugees in Afghanistan. How is this specific to Dragon Age? In the collection quests of previous games, such as the nugs and the Ortan records, you can't find those in the real world. They illustrate soemthing unique to Thedas which, although it is not directly tied to the main plot, still retains value to the player by immersing the player in the lore. This is also OK.
If you don't do any of these things, and you just have stiffly animated hunter who you click and give ram meat you collected, and there are no additional cut scenes, just a paltry sentence or two uttered in passing in the ambient atmosphere audio, and all you get are points in the bar, then what the hell immersion is this?
Now yes, if you think about it, and clearly you see the influence bar, you understand it's to build influence. But pray tell, in an interactive medium such as this game with cut scenes galore, animations, characters, everything, is this really the best way to drive that point home? Is this how you demonstrate the cause and effect of this quest?