Exploratory Site Based Adventures

Reynard

aka Ian Eller
Supporter
Forked from this thread.

The thread title could just as easily have been "Dungeons" but I want to focus less on the issue of old school vrsus new school or mega dungeon versus lair, and more on story or plot, or the lack thereof.

Every adventure site has a story, of course. For example, we may have a small rocky island off the coast that was once used as prison, then infested with goblins and most recently the lair of a dragon before that beast was killed and has since been left unclaimed. There's a history to it, and with that history much potential for both peril and fortune -- a natural draw for those of an adventuring spirit -- but there is not "plot" to speak of.

In that inspirational thread, many posters suggested that "story" was key to a "good module". I disagree. I think story -- that is, a narrative about the exploits of our protagonists (the PCs) -- emerges naturally out of interesting situations and locales. A "good module" and therefore a "good game" only needs a place where adventures can be had -- players and PCs will do the rest.

So, what makes a good Exploratory Site Based Adenture? What are your favorite examples? Or do you disagree? If so, why?
 

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I agree with you; story comes from the players' actions. The site in which adventure happens is just that; a site.

What that site needs is plenty of color, first of all. It needs an interesting BACKstory. For example, dungeon-a-day (Dragon's Delve) has a great backstory - dug by dwarves, inhabited by a dragon, turned into a prison, lived in by wizards, explored by other wizards, eventually abandoned, and now refound by adventurers.

But even that is just the first layer. A great site, or set of sites, which is really my preference, needs to DRAW the players. Hooks is one term used, but it doesn't quite get to the full meat of what I mean. A hook draws a PC to a place. It doesn't KEEP them. A site needs to have ongoing, multi-layered meaning over time for the PCs. Things that change according to how the PCs mature over the campaign. TODAY, the story of a dragon in the lowest levels of the dungeon is merely terrifying. Next year, it is intriguing, and a year after that, it is a plot point that they cannot abandon.

And the PCs need to be able to affect changes to the locale. If not to the dungeon itself, then to the community around it, the creatures who dwell there, etc... If when the PCs arrive, the goblins rule the dungeon, and when the PCs leave, the goblins still rule the dungeon, nothing the PCs have done had much impact, did it?

Anyway, that's my take.
 

In that inspirational thread, many posters suggested that "story" was key to a "good module". I disagree. I think story -- that is, a narrative about the exploits of our protagonists (the PCs) -- emerges naturally out of interesting situations and locales. A "good module" and therefore a "good game" only needs a place where adventures can be had -- players and PCs will do the rest.

So, what makes a good Exploratory Site Based Adenture? What are your favorite examples? Or do you disagree? If so, why?

An interesting distinction...the "story" is what happens to the PCs regardless of the module/locale. I don't think anyone can really argue that that is the best kind of story...a module with an individual "plot" however can direct the PC's story for a limited time within that limited locale.

But that's really just some semantics "plot-story/story-plot." I agree with you that the best stories are those that emerge from the situation/locale.

That said, I think one of my favorite locales set in my campaign world is an area known as the Kiari Hills...it's kinda a lasagna of possible adventures with a history going back a few thousand years. Culture over culture over stronghold over stronghold...there's no telling how "deep" into the hills one can get...maybe even to the underdark?

At the very beginning of the Histories we have them used for elf burial mounds/barrows. Then a dwarf lord moves in (named Kiar) and mines and lords of the hills for a few centuries of glory and gold. Then there's the world's cataclysm, "the Godswar", which causes the dwarves to leave and in the dark ages following the hills become infested with goblinoids and trolls pillaging the treasures (and surrounding countrysides) and defiling the ancient halls.

When order finally reasserts itself around the hills a couple of small communities spring up around the periphery of the hills (humans and halflings mostly as by now, the hills sit in the midst of the world's largest human kingdom)...a keep or two are found/rebuilt/reclaimed...not the mention the indigenous centaur clans.

Just pick something to explore/search for: elvin burial ground, the hidden halls/strongholds of Kiar's folk, old goblin forts, ruined towers, you name it...it's in the Kiari Hills.

Individual bands of foes can roam the hillsides or an entire network of evil might be in cahoots...ya just don't know..and won't know without checking things out.

Fun place.

For published places...I always thought "Descent to the Depths of the Earth" was great fun. I've played it twice (that I can remember) and I am fairly certain I have never covered/discovered/found everything there is to find.

Same for "The Lost Caverns of Tsojcanth"...besides the bevy of new races, magic and monsters to be encountered...<waxes nostalgic> The behir that nearly TPK'd us...twice (the DM let us kinda rewind time and take a "do over" after it slaughtered us the first time. :D ).</waxing nostalgic>
Always have a soft place in my adventuring heart for that place.

--Steel Dragons
 

I have found the best "explorer" adventures are ones you actually get to explore. It sounds obvious but I can't tell you how many modules/adventures I have played through and there be nothing to really discover. No morsel of history, no hidden room/ruins/cavern ect. with a cool or mysterious purpose to it.

I also don't mind layers but Im not a fan of the sites that keep going and going and going. Unless thats sort of the build for the campaign.

So what makes it good. Give them hidden things to find. Everyone likes discovering stuff. Even if it's sort of mundane. Watched a cool show on the National Geographic Channel last night called ancient x-files. They were searching for the real Cretian Labrynth. Anyway they found a small grotto in these caves way deep and really far in. It had a hand carved altar and it had been recently used for an animal sacrifice.

Also give them some tension nothing like being chased by a big baddie while in an area you don't know really well.
 

I have found the best "explorer" adventures are ones you actually get to explore. It sounds obvious but I can't tell you how many modules/adventures I have played through and there be nothing to really discover. No morsel of history, no hidden room/ruins/cavern ect. with a cool or mysterious purpose to it.

I agree. While certainly there should be monsters and traps and hazards, not every "room" needs to be a fight. Rather, every room shouldn't be a fight. Let the characters discover things, map the site, and deal with logistical issues like food, water and rest. And yes, give them danger and mortal threats, just not every moment.

For a relatively large, complex site, i think "random" works well -- not truly random, but built like tile based board games where everything is themed and fits but not even the GM knows where any one thing is going to be located or when some event is going to occur.
 

Too big, huh? hmmmm.

Well, you could visit the village/boom town of Swapshade, a heretofore small farming community quickly growing to full blown "town" status/population in recent years as a waystation for merchants and traders.

There's the tension between:
1) The longtime "locals" and recent inhabitants (more businessmen and formal "townsfolk" than farmers), plus the transient merchants moving through en route with their goods to one of the larger cities.

2) The longtime though small contingent of priestesses (and priests) of the nature goddess butting heads with the new (lone) priest and recently constructed church of the Celestial Sovereign. Both are "good" aligned deities but their spheres of influence are often at odds, doctrinally. The king of the gods/god of light being more closely associated with "law" and "civilization" is worshiped in the large cities as opposed to the nature/weather/harvest goddess most revered by the "common" country folk.

3) The village "speaker" (i.e. "mayor" or "sheriff") enjoying his new found prestige (and wealth from the increase in taxes)...putting him somewhat at odds with some members of the traditional village council.

4) The local landowner/knight disgruntled by the garrison of troops of his lord, the Baron, who have come to Swampshade and are constructing a watchtower. Both the knight and Baron are a bit at odds with the agents of the Duke who have come to town to oversee the tower construction and town security (much of the Duke's money is financing the new defenses).

5) The local innkeeper (until last year the only inn in Swampshade) and the newest tavern owner...an "former adventurer" from a far country who offers (legally sanctioned) gambling and is draining off much of the original inn's business.

6) The tribe of lizardfolk in the nearby Greyfog Marshes who have been sited more often of late around the marsh's edge...even seen once or twice within view of the south road.

...or just take in some gambling, some shopping, have a few ales, visit "Elma's Elixirs" (Swampshade's herbalist/potion-maker and only elvin resident, btw)...or the kooky sage who lives outside of town near the swamp...or the shrine to the water goddess at the spring of the river that flows by town/through the marshes (3 days ride south of Swampshade).

Swampshade, while not necessarily an "exploring site" in a "dungeon delving" sense, has plennnty to investigate and/or conflict to find oneself involved in (whether one likes it or not). I think Swampshade and the surrounding environs would count as a site rife for exploration. :)

--SD
PS: I could go on for days. I have a veritable atlas of places, villages, cities, ruins, landscapes detailed/hooked for adventure...most of which can be thrown in to just about anywhere/any (fantasy) setting you like. ;)
 

Too big, huh? hmmmm.

No problem. I like it. I was just thinking more site than setting, if you get my meaning.

Well, you could visit the village/boom town of Swapshade...

This begs an interesting question: what qualifies as an Adventure Site. The answer, i guess, would depend on what qualifies as an Adventure.

I would generally not include towns in the same category as ancient mines, monster infested isles and floating castles. Towns are are where the PCs go between visiting each of these, to sell loot, heal up and mine rumors for the next adventure. of course, I only mean this in the context of a particular sort of campaign, where the PCs are treasure hunters and tomb raiders, motivated by fame and fortune.

Towns can be adventure locations, of course, but I think town based adventures away from "open exploratory site based" type adventures. I mean, who wants the party going house to house in search of loot?
 

Location based adventures can make for some great campaigns. Assuming that the DM has provided a detail rich setting to explore the only real "plot" needed is a reason for the PC's to visit the area.

IMHO the best motivations for doing anything are ones that are shared with equal enthusiasm by both the player and the character. This is easy to do if the activities are fun for the player and rewarding for the character.

The primary motivation in older editions was treasure. The lure of treasure drew adventurers to faraway places that normal folk dared not go. Other reasons for visiting someplace could certainly exist but most players would be hooked by the metion of treasure alone.

The characters liked treasure because wealth brings status and influence. The players were every bit as motivated because treasure was the primary source of XP and thus power.

Flash forward to more recent editions and present the same scenario. The exploration of an unknown area and the promise of possible treasure just isn't so exciting. The characters might be interested in the treasure but the players won't be so excited unless there is plenty of creatures to fight and major plot related (quest XP) reasons to go.

The further exploration is from a driving motivation (XP) the less exciting it will be for the players. A DM needs to put the rewards where he/she wants the activity focus to be. BD&D & AD&D put it on treasure. 3.X put it on combat. 4E put it on quests and the encounter.

It would be possible to place that focus on discovery and exploration in any edition. Suppose the PCs got the majority of their XP for discovering secret places and learning lore about such areas. Combat and specific quests could still be part of the XP system just not the major part.
 

It would be possible to place that focus on discovery and exploration in any edition. Suppose the PCs got the majority of their XP for discovering secret places and learning lore about such areas. Combat and specific quests could still be part of the XP system just not the major part.

I think the next time I get to start up a campaign, I am going to a) use Pathfinder with slow advancement, and b) give XP for treasure instead of challenges, for the purpose of getting that "old school crawl" feel back.

Of course, I'll have to come up with ways to part the PCs with their treasure (i.e. the old level up training costs, stronghold construction, etc...) in order to keep them hungry.
 

Reynard,

In RCFG, you only get XP for gold by squandering it (i.e., letting it trickle through your fingers with no game effect, by refusing rewards, getting robbed, donating it to charity, or old fashioned wenching and parties). When PCs recover a treasure, they have to decide whether to keep it (for equipment, savings, etc.) or squander it (for XP). Only treasure earned from adventures can be squandered in this way, and the decision must take place fairly soon after it is recovered.

This system allows for interesting choices as to how treasure is used, allows the GM to place fairly large treasures if he so desires, deals with the problem of keeping the PCs hungry, and makes obtaining treasure desireable.

This idea would work in Pathfinder as well as RCFG, I feel certain.


RC
 

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