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How would you design one page adventures?
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<blockquote data-quote="77IM" data-source="post: 7529281" data-attributes="member: 12377"><p>I used to prep adventures this way. (I didn't strictly limit myself to 1 page, but the amount of stuff I wrote basically amounted to 1 page or so.) This was for a spy campaign so every session had a very clear mission, but it was very unclear how to achieve the mission -- kind of a single-session "sandbox." Here was the stuff I found useful to prep:</p><p></p><p><strong>1. Goal:</strong> What are the PCs trying to achieve? It's really important, in a one-shot, to get down to business and not dither about what the party should be doing. Make it super obvious what the end-goal of the PCs is, but not obvious how they will achieve it.</p><p></p><p><strong>2. Background Information:</strong> Information about the situation <em>which the PCs may discover</em>. They may discover some of it ahead of time via research, or they might discover the information during the adventure, or they might not discover it at all. Information that the PCs can't discover might as well not exist. (Note, I never list HOW the PCs can discover this information; there may be many ways to discover each particular clue.) </p><p></p><p><strong>3. NPCs:</strong> Who might the PCs meet? Some NPCs might be static, just waiting for the PCs to show up, but some might be taking action (see Developments). Only NPCs with discernible personalities count; otherwise, they count as Elements/Obstacles (no agency) or Developments (agency, but no discernible personality). Just like with Background Information -- if the PCs can't meet the NPC, they might as well not exist.</p><p></p><p><strong>4. Elements/Obstacles:</strong> Areas, items, and other phenomena that the PCs might inspect, utilize, get damaged by, or otherwise interact with. These elements are largely static, as opposed to...</p><p></p><p><strong>5. Developments:</strong> Events that might occur, which are not deliberately precipitated by the PCs (although some developments might be a response to PC actions). This may be NPCs taking action, or responding to PC actions, or it could be natural or artificial phenomena that changes over time, like the weather, or a trap that affects the whole dungeon (like it starts filling up with poison gas).</p></blockquote><p></p>
[QUOTE="77IM, post: 7529281, member: 12377"] I used to prep adventures this way. (I didn't strictly limit myself to 1 page, but the amount of stuff I wrote basically amounted to 1 page or so.) This was for a spy campaign so every session had a very clear mission, but it was very unclear how to achieve the mission -- kind of a single-session "sandbox." Here was the stuff I found useful to prep: [B]1. Goal:[/B] What are the PCs trying to achieve? It's really important, in a one-shot, to get down to business and not dither about what the party should be doing. Make it super obvious what the end-goal of the PCs is, but not obvious how they will achieve it. [B]2. Background Information:[/B] Information about the situation [I]which the PCs may discover[/I]. They may discover some of it ahead of time via research, or they might discover the information during the adventure, or they might not discover it at all. Information that the PCs can't discover might as well not exist. (Note, I never list HOW the PCs can discover this information; there may be many ways to discover each particular clue.) [B]3. NPCs:[/B] Who might the PCs meet? Some NPCs might be static, just waiting for the PCs to show up, but some might be taking action (see Developments). Only NPCs with discernible personalities count; otherwise, they count as Elements/Obstacles (no agency) or Developments (agency, but no discernible personality). Just like with Background Information -- if the PCs can't meet the NPC, they might as well not exist. [B]4. Elements/Obstacles:[/B] Areas, items, and other phenomena that the PCs might inspect, utilize, get damaged by, or otherwise interact with. These elements are largely static, as opposed to... [B]5. Developments:[/B] Events that might occur, which are not deliberately precipitated by the PCs (although some developments might be a response to PC actions). This may be NPCs taking action, or responding to PC actions, or it could be natural or artificial phenomena that changes over time, like the weather, or a trap that affects the whole dungeon (like it starts filling up with poison gas). [/QUOTE]
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