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My journey to adventure seeds
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<blockquote data-quote="damiller" data-source="post: 9430638" data-attributes="member: 10995"><p>For a long time I have wanted to combine two great flavors: adventures (or adventure seeds) and comic books. For the longest time I could not figure out how to structure it so that a Game Runner could use it. I wanted it to be a tool not a limitation. </p><p></p><p>Most of my problems with adventures are that they cannot take into account WHAT players are going to do. On top of that they try to tell a story, and the connecting tissue is not up to the adventure its up to the players. Their actions guide where the "story" really goes. As the saying goes "No players survive contact with your plans", no uh, "no survivors contact your plans", no that's not it...</p><p></p><p>Anyway, I think I finally figured out a way that works for me (and I'll share it below) but what helped were a couple of things. The concept of adventure seeds. I'd seen them before, but never paid them much attention. Not full blown adventures (important for me because I don't want to do mechanical bits of games, I want to create adventures) and a quote from a book about improv: Impro by Keith Johnstone: </p><p></p><p> "If I say make up a story then most people are paralyzed if I say describe a routine and then interrupt it people see no problem."</p><p></p><p>with those two ideas I finally figured out how I could draw a comic book page, make it an adventure seed, and create a throughline for GMs without, I think, limiting HOW players interact with the plot.</p><p></p><p>My proof of concept was a comic strip:</p><p></p><p>[ATTACH=full]375986[/ATTACH]</p><p>My final "product" a comic book page.</p><p></p><p>[ATTACH=full]375987[/ATTACH]</p><p></p><p>Both of these were produced with Marvel Multiverse RPG in mind.</p><p></p><p>I hope your find it useful, and I'm already working on more, but I'll using the Watchman 9 panel page format going forward.</p></blockquote><p></p>
[QUOTE="damiller, post: 9430638, member: 10995"] For a long time I have wanted to combine two great flavors: adventures (or adventure seeds) and comic books. For the longest time I could not figure out how to structure it so that a Game Runner could use it. I wanted it to be a tool not a limitation. Most of my problems with adventures are that they cannot take into account WHAT players are going to do. On top of that they try to tell a story, and the connecting tissue is not up to the adventure its up to the players. Their actions guide where the "story" really goes. As the saying goes "No players survive contact with your plans", no uh, "no survivors contact your plans", no that's not it... Anyway, I think I finally figured out a way that works for me (and I'll share it below) but what helped were a couple of things. The concept of adventure seeds. I'd seen them before, but never paid them much attention. Not full blown adventures (important for me because I don't want to do mechanical bits of games, I want to create adventures) and a quote from a book about improv: Impro by Keith Johnstone: "If I say make up a story then most people are paralyzed if I say describe a routine and then interrupt it people see no problem." with those two ideas I finally figured out how I could draw a comic book page, make it an adventure seed, and create a throughline for GMs without, I think, limiting HOW players interact with the plot. My proof of concept was a comic strip: [ATTACH type="full" width="986px"]375986[/ATTACH] My final "product" a comic book page. [ATTACH type="full" width="774px"]375987[/ATTACH] Both of these were produced with Marvel Multiverse RPG in mind. I hope your find it useful, and I'm already working on more, but I'll using the Watchman 9 panel page format going forward. [/QUOTE]
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