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How would you design one page adventures?
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<blockquote data-quote="robus" data-source="post: 7529261" data-attributes="member: 6801558"><p>@<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=6688277" target="_blank">Sadras</a></u></strong></em> I’d call that an encounter rather than adventure. For these kind of things you’ve really got to empower the DM to fill in the blanks rather than provide the full details. So for your Wererat adventure you should provide the motivation and situation for the were-rat girl. And let the DM fill in the blanks. So I’d say:</p><p></p><p>The girl has fallen in love with the son of the inn-keeper and taken a position there despite really being betrothed to the son of the chief of the were-rat tribe nearby. A search party has been hunting for her and tracks her down to the inn. If the PCs choose to intervene then adventure is helping her to resolve her conflict.</p><p></p><p>I don’t think it needs much more than that. Names and relationships of the primary NPCs, some ancillary monster references (some guardians to the lair, perhaps some mutant “boss rat”, the location (and numbers) of the were-rat lair etc, etc). As noted above, go for more theater of mind.</p><p></p><p>It’s more A-Team adventure of the week stuff...</p><p></p><p> @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=1" target="_blank">Morrus</a></u></strong></em> I imagine you’ve seen this?</p><p></p><p>Eureka: 501 Adventure Plots to Inspire Game Masters, EGP42001 <a href="https://www.amazon.com/dp/0615321860/ref=cm_sw_r_cp_tai_U51.BbHA9A5PW" target="_blank">https://www.amazon.com/dp/0615321860/ref=cm_sw_r_cp_tai_U51.BbHA9A5PW</a></p><p></p><p>While I found it disappointing because the adventures were too vague/big, I think that something similar (but more tightly focused) would be good.</p></blockquote><p></p>
[QUOTE="robus, post: 7529261, member: 6801558"] @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=6688277"]Sadras[/URL][/U][/B][/I] I’d call that an encounter rather than adventure. For these kind of things you’ve really got to empower the DM to fill in the blanks rather than provide the full details. So for your Wererat adventure you should provide the motivation and situation for the were-rat girl. And let the DM fill in the blanks. So I’d say: The girl has fallen in love with the son of the inn-keeper and taken a position there despite really being betrothed to the son of the chief of the were-rat tribe nearby. A search party has been hunting for her and tracks her down to the inn. If the PCs choose to intervene then adventure is helping her to resolve her conflict. I don’t think it needs much more than that. Names and relationships of the primary NPCs, some ancillary monster references (some guardians to the lair, perhaps some mutant “boss rat”, the location (and numbers) of the were-rat lair etc, etc). As noted above, go for more theater of mind. It’s more A-Team adventure of the week stuff... @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=1"]Morrus[/URL][/U][/B][/I] I imagine you’ve seen this? Eureka: 501 Adventure Plots to Inspire Game Masters, EGP42001 [URL]https://www.amazon.com/dp/0615321860/ref=cm_sw_r_cp_tai_U51.BbHA9A5PW[/URL] While I found it disappointing because the adventures were too vague/big, I think that something similar (but more tightly focused) would be good. [/QUOTE]
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