Designing RPG Adventures With the Players And Not the GM In Mind, Part Two

One of my favorite Ferengi Rules of Acquisition says, "Dignity and an empty sack is worth the sack." In the realm of rpg design, I might modify that to say, "A good adventure idea and an empty sack is worth the sack." In this case, I'm talking about grand, imaginative, thrilling adventure ideas that game masters envision for their players but, for whatever reason, never actually run in a game. A million-dollar vision that fails to become reality isn't worth much at all. This continues the early part of this review.

One of my favorite Ferengi Rules of Acquisition says, "Dignity and an empty sack is worth the sack." In the realm of rpg design, I might modify that to say, "A good adventure idea and an empty sack is worth the sack." In this case, I'm talking about grand, imaginative, thrilling adventure ideas that game masters envision for their players but, for whatever reason, never actually run in a game. A million-dollar vision that fails to become reality isn't worth much at all. This continues the early part of this review.


An essay called "Run Your Best Game Tonight" by Harley Stroh got me thinking about the value of ideas in rpg design. Stroh's essay appears in "How To Write Adventure Modules That Don't Suck" from Goodman Games. The book pairs essays on design theory with original encounters, a one-two punch that provides some thought-provoking, if uneven, content. Not every encounter will prove useful to all game masters, but most fit easily into virtually any fantasy rpg system, and a few of the encounters work with science-fiction elements and settings. In a previous post on EN World, I took a deep dive into another essay from the collection about how the game master-player divide informs adventure design. For part two of this discussion, I intend to unpack the most valuable points in Stroh's essay.

Stroh's essay draws several lessons from some of his less-than-spectacular attempts at running rpgs. But the most important part arises from his warning to game masters who plan grandiose campaigns in which players engage in a brilliant and climactic encounter – just as soon as they reach 10th level or some other distant milestone. Campaigns fall apart too easily, Stroh argues, for game masters to hold onto their best stuff for some later session that may never materialize.

"If you have a killer idea, use it," Stroh writes. "Life is too short to suffer through games that suck in hopes of the big payoff."

The essay argues that the difficulty of assembling a gaming group that meets regularly for months or years on end too often forces campaigns to come to a premature demise. Saving the big moments for later poses the risk that those moments will never happen.

I nearly pumped my fist in agreement reading that part of Stroh's essay. I'd also add, from my own early experience running games, that planning the big climax of a campaign too far in advance may impose a preconceived structure on the game. Maybe that's ok for some groups or systems, but if players value maximum agency, starting out a campaign with the climax in place may cheapen the experience. So throw caution to the wind, game masters. If you've cooked up some crazy idea that you think will be fun and thrilling for your players, by all means, unleash it at your first opportunity.

Then come up with a better idea for the next adventure that builds on how your players negotiated the previous adventure. Rinse and repeat. I've found following that method preserves spontaneity and flexibility while naturally escalating the stakes. As Stroh's essay indicates, every session is an opportunity for a game master to run his or her best-ever game. Embrace that! Don't put off your best session for a few more months while the story sets up properly. If a good idea and an empty sack is worthless, as the Ferengi would have you believe, a good idea that makes it to the table is worth all the gold-pressed latinum in the galaxy.

​contributed by Fred Love
 

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S

Sunseeker

Guest
This is useful to an extent. Not every encounter can be crazy awesome. You just end up chasing the dragon (pun intended) in constantly trying to one-up yourself. Even if this happens every other encounter, or every few encounters. It's one thing I think WOTC got right with their published campaigns: the average length of a campaign is about 9 months. That however doesn't mean that the table breaks up, the party goes separate ways and everyone has to go looking for a new group and game to start from scratch. I think ideally every "campaign setting" will have numerous smaller campaigns appropriately timed to complete within that 9 month window (+/-3 months) and of course, potentially much shorter if the players are smart about things.

Campaigns should, IMO have both highs and lows. The lows make the highs seem more exciting and the highs give meaning and value to the lows. IMO, they should usually start off with a bang, get people invested in at least a small local adventure right off the bat. As that one comes to a close, use the same system to pull them into the next adventure.

This of course, probably doesn't work so well for sandbox settings, where players may simply have to be lucky enough to be in the right place at the right time, but I don't think that's really the focus of this article anyway. IMO: the party is always in the right (or wrong) place at the right (or wrong) time. Because fundamentally the party is the focus of the game/story. If events weren't strangely happening around them, we wouldn't be at the table playing D&D!
 

Von Ether

Legend
Yes, I agree. Some awesome ideas should wait. In Babylon 5, for example, the showdown with the Shadows and Vorlons would be ridiculous if it happened in the first few episodes. If your campaign does last, there is nothing sweeter than planting seeds early on which come to fruition much later. Players love this and it makes the GM look pretty impressive. This does not mean railroading, btw, because how the big finish comes about depends on player choices. Yes, sometimes great ideas will get flushed because your campaign ends, but bringing them on too early can be jarring.

Funny enough, there's writing advice that you shouldn't put off all your big stuff for "Book 5" if you don't even have Book 1 sold to a publisher yet. But it's trick to use books, TVs and movies as metaphors for another medium that has its own challenges.

My personal compromise is that I try to tailor my game not to the PCs directly, but to something they are attached to like a ship, a caravan, an organization. The campaign goes on (until I tire of it). The level of the campaign may change and the liche may end up being just a bad ass warlock instead, but the ship sails on.

Another key to that is to focus your creativity on cool locations and setups. Eberron understood this with their "High Adventure at Low Level" mantra. Yeah, you fought lowly bandits, but you did it on top of a moving lightning train!
 

Arilyn

Hero
Funny enough, there's writing advice that you shouldn't put off all your big stuff for "Book 5" if you don't even have Book 1 sold to a publisher yet. But it's trick to use books, TVs and movies as metaphors for another medium that has its own challenges.

My personal compromise is that I try to tailor my game not to the PCs directly, but to something they are attached to like a ship, a caravan, an organization. The campaign goes on (until I tire of it). The level of the campaign may change and the liche may end up being just a bad ass warlock instead, but the ship sails on.

Another key to that is to focus your creativity on cool locations and setups. Eberron understood this with their "High Adventure at Low Level" mantra. Yeah, you fought lowly bandits, but you did it on top of a moving lightning train!

Yes, early adventures should be cool and fun. My point is that sometimes you might have ideas that can wait. That shouldn't mean the earlier stuff should be a slog. If you can pull off a long campaign, it is fun to see the threads building to an epic climax. If you don't do long campaigns, and I admit that I don't often pull it off, then yes, saving can be problematic.
 


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