Quickleaf
Legend
I've been working on a long high-level adventure, and recently find my creativity struggling to fit into the confines of the rules. Statting up a character takes more time away from the juicy parts than I want to spend. I find myself having to include sidebars for everything, whether it's a new use of an old skill or advice on how to tailor the game/mechanics to fit a unique group or situation.
Do other GMs who write their own adventures feel held back by the rules?
(Note: this is an adventure I intend to publish, not just for my own group)
That said, here are some good things
I've learned from my efforts:
1. Keep It Tight
You should be able to sum up the whole concept of the adventure in a sentence or two. If it takes more than that, either you need to clarify and refine your idea more, or it's too complicated or too much of a mish-mash. Like with descriptive text, a short and sweet concept presented in an intersting way is better than lots of well-written prose that the players won't remember. Here's an example "mission statement" from my adventure:
The players protect a foreign ruler's throne in his absence and are mistaken for divine saviors by the public. What do they do?
2. Prepare for the Unexpected
While great adventures can be had off-the-cuff, if you're taking the time to write out a complete adventure, you'll need to prepare for the unexpected. A lot of writing done in the Introduction section which helps a GM tweak the adventure to their group is key.
1. Include any playtest notes that are important.
2. Provide a couple different character hooks.
3. Provide a few ideas for how the adventure can be woven into an ongoing campaign.
4. Provide a GM with a couple different "themes" - sort of adventure templates which give suggestions about how to emphasize a theme like redemption, leaving a legacy, mistaken identity, etc.
5. A sidebar about low, middle, and high magic variants to the adventure.
6. A sidebar about how the adventure fits into various pre-published campaign worlds is always a good idea; this is absolutely a must if the adventure is set in a specific cultural or game setting.
7. Many GMs mine adventures for ideas, and providing a section which provides ideas of what can be mined (without running the whole adventure) and where to look for it are helpful.
8. Include a sidebar for a GM who is rushed; what are the most important sections to read if you can't read the whole adventure?
9. What supplementary material could help this adventure? For example, if it incorporates lots of horseback chases, you might recommend Hot Pursuits as a good source.
10. Keep notes on important plot twists/ monkey wrenches the PCs could throw into the adventure - these will be your sidebars. For example: What if they use divination? What if a PC dies? What if someone is ressurected? What if they decide to split up? What if they are captured? How do they get all this treasure out of here? What if they refuse to cede the throne to the Shah? What if they try to switch clothes with the guards?
3. Organize Your Scenes
Make a flowchart. This is much easier for a linear adventure, but it is possible (albeit with much sweating
) for a matrix adventure. Once you know what scenes can occur, write up a Scene Block for each major scene. A scene block includes information on:
1. One-liner - What is this scene about (in one or two sentences)?
2. Triggers - What gets the scene rolling? What must happen first in order for the scene to occur? This may be a certain result in another scene. For an adventure which incorporates pacing, this could be a certain number of scenes (e.g. after 10 scenes the Shah returns home). It may be coming to a certain place at a certain time.
3. Motives - What various motives propel the PCs into this scene? Why do they get involved?
4. Complications - What plot twists would be interesting? What could go wrong?
5. Connections - What scenes might come before? Which ones might come after?
Sample Scene Block: The Royal Hunt
Invited on a hunt for the Dragon-Boar with Prince Sanjar, the PCs find their prey is ferocious, but the men they travel with may be the greater danger.
Motives: (1) Hunting the Dragon-Boar. (2) Tracking the White Deer. (3) Learning Sanjar's motives. (4) Impressing Sanjar to ensure his aid.
Triggers: (1) Invited by Sanjar. (2) Come seeking the White Deer.
Complications: (1) The hunting party is split up when the White Deer lures a group of hunters away from the main party. (2) Horse thieves strike the party while they sleep. (3) Sanjar's men and the PCs get into a fight.
Connections: The PCs might join the quest soon after Reception at the Apadana or they might perform a side quest in which they learn of the White Deer. During the adventure, they might be called upon to perform a side quest such as Dragon Blocks Flow of Creek. If the PCs reveal to Sanjar their true purpose, it might hasten Sanjar's Coup.
4. Create a resource list
Write down all those things that help you in designing an adventure, and have them nearby for those moments when you suffer brain freeze. For example, other adventures which you've taken inspiration from. Movies/books that've inspired you to write the adventure. Phone numbers of friends who like to hear your ideas and provide feeback. A list of new uses for old skills (something I'm working on). A brainstorm chart of one-line ideas that you came up with during the brainstorming phase of the adventure. Pictures of period architecture/ clothing. Your own sketches & maps.
Do other GMs who write their own adventures feel held back by the rules?
(Note: this is an adventure I intend to publish, not just for my own group)
That said, here are some good things
1. Keep It Tight
You should be able to sum up the whole concept of the adventure in a sentence or two. If it takes more than that, either you need to clarify and refine your idea more, or it's too complicated or too much of a mish-mash. Like with descriptive text, a short and sweet concept presented in an intersting way is better than lots of well-written prose that the players won't remember. Here's an example "mission statement" from my adventure:
The players protect a foreign ruler's throne in his absence and are mistaken for divine saviors by the public. What do they do?
2. Prepare for the Unexpected
While great adventures can be had off-the-cuff, if you're taking the time to write out a complete adventure, you'll need to prepare for the unexpected. A lot of writing done in the Introduction section which helps a GM tweak the adventure to their group is key.
1. Include any playtest notes that are important.
2. Provide a couple different character hooks.
3. Provide a few ideas for how the adventure can be woven into an ongoing campaign.
4. Provide a GM with a couple different "themes" - sort of adventure templates which give suggestions about how to emphasize a theme like redemption, leaving a legacy, mistaken identity, etc.
5. A sidebar about low, middle, and high magic variants to the adventure.
6. A sidebar about how the adventure fits into various pre-published campaign worlds is always a good idea; this is absolutely a must if the adventure is set in a specific cultural or game setting.
7. Many GMs mine adventures for ideas, and providing a section which provides ideas of what can be mined (without running the whole adventure) and where to look for it are helpful.
8. Include a sidebar for a GM who is rushed; what are the most important sections to read if you can't read the whole adventure?
9. What supplementary material could help this adventure? For example, if it incorporates lots of horseback chases, you might recommend Hot Pursuits as a good source.
10. Keep notes on important plot twists/ monkey wrenches the PCs could throw into the adventure - these will be your sidebars. For example: What if they use divination? What if a PC dies? What if someone is ressurected? What if they decide to split up? What if they are captured? How do they get all this treasure out of here? What if they refuse to cede the throne to the Shah? What if they try to switch clothes with the guards?
3. Organize Your Scenes
Make a flowchart. This is much easier for a linear adventure, but it is possible (albeit with much sweating
1. One-liner - What is this scene about (in one or two sentences)?
2. Triggers - What gets the scene rolling? What must happen first in order for the scene to occur? This may be a certain result in another scene. For an adventure which incorporates pacing, this could be a certain number of scenes (e.g. after 10 scenes the Shah returns home). It may be coming to a certain place at a certain time.
3. Motives - What various motives propel the PCs into this scene? Why do they get involved?
4. Complications - What plot twists would be interesting? What could go wrong?
5. Connections - What scenes might come before? Which ones might come after?
Sample Scene Block: The Royal Hunt
Invited on a hunt for the Dragon-Boar with Prince Sanjar, the PCs find their prey is ferocious, but the men they travel with may be the greater danger.
Motives: (1) Hunting the Dragon-Boar. (2) Tracking the White Deer. (3) Learning Sanjar's motives. (4) Impressing Sanjar to ensure his aid.
Triggers: (1) Invited by Sanjar. (2) Come seeking the White Deer.
Complications: (1) The hunting party is split up when the White Deer lures a group of hunters away from the main party. (2) Horse thieves strike the party while they sleep. (3) Sanjar's men and the PCs get into a fight.
Connections: The PCs might join the quest soon after Reception at the Apadana or they might perform a side quest in which they learn of the White Deer. During the adventure, they might be called upon to perform a side quest such as Dragon Blocks Flow of Creek. If the PCs reveal to Sanjar their true purpose, it might hasten Sanjar's Coup.
4. Create a resource list
Write down all those things that help you in designing an adventure, and have them nearby for those moments when you suffer brain freeze. For example, other adventures which you've taken inspiration from. Movies/books that've inspired you to write the adventure. Phone numbers of friends who like to hear your ideas and provide feeback. A list of new uses for old skills (something I'm working on). A brainstorm chart of one-line ideas that you came up with during the brainstorming phase of the adventure. Pictures of period architecture/ clothing. Your own sketches & maps.
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