kiznit
Explorer
So since we're wrapping up the Dark•Matter short campaign and we've got a few weeks before we're starting the 4e campaign, and with the coincidental timing of a certain fourth-in-a-series adventure movie coming out next month, I'm putting together a one-shot HEX (Hollow Earth Expeditions) adventure for my group. I've been brushing up on the rules and I'm interested in trying it out.
But I have absolutely no idea for an adventure scenario - just the Pulp Adventure tropes; 1936, nazis, mummies, Zeppelins, maps, angry natives, sky pirates, ruins, dinosaurs, traps, twists, and so on.
So I thought, okay, we'll start with creating the pre-generated characters, which will help me familiarize myself with the rules (none of my players know HEX), and then maybe something will occur to me as I'm visualizing them.
And then I thought, "Hey that's not a bad strategy for designing any sort of one-shot".
So I could use some help fleshing out the spotlight moments and scenarios for the handful of character types I've whipped up:
Quintana Smith, the Treasure Hunter - Archetype: Adventurer, Motivation: Truth
Partnered with curator. Flaw: Impulsive
spotlight moment: Jumping onto moving vehicles, shooting, being outnumbered and saving the day
Wang-Chung Ki, the Scrappy Kid - Archetype: Criminal, Motivation: Duty
Treasure Hunter's understudy. Flaw: Dwarf (just a kid)
spotlight moment: getting into tight places, crawling somewhere to solve a puzzle or rescue the group, pickpocketing or lockpicking something crucial
Miss Fiona Devereaux, the Forensic Scientist - Archetype: Doctor, Motivation: Fame
Dian Fossey meets Bones, has a pet monkey. Flaw: Shy
spotlight moment: Finds clues, heals party members, Villain probably falls for her
Umbutu the Fearless, the Native Shaman - Archetype: Occultist, Motivation: Faith
Clarice's first mate, bodyguard, interpreter. Flaw: Primitive
spotlight moment: Diplomatic with natives, fighting, able to tame beasts, able to understand/control a relic
Clarice Montagne, the "Black Swan", the Fearless Captain - Archetype: Explorer, Motivation: Greed
Hired by Professor, gone everywhere, faced everything. Flaw: Callous
spotlight moment: Knowing where to go, fighting, having the cool ship, pilots the narrow escape
Professor Samuel Cavendish, the Museum Curator - Archetype: Academic, Motivation: Survival
in over his head, but knows a lot. Flaw: Absent-minded
spotlight moment: Has to make a crucial decision, knows the Villain's weakness, understands the history
But above and beyond any help I'd gladly appreciate regarding coming up with a scenario for these guys, what do you think of this sort of One-shot design methodology? Think it works? Has it worked for you?
But I have absolutely no idea for an adventure scenario - just the Pulp Adventure tropes; 1936, nazis, mummies, Zeppelins, maps, angry natives, sky pirates, ruins, dinosaurs, traps, twists, and so on.
So I thought, okay, we'll start with creating the pre-generated characters, which will help me familiarize myself with the rules (none of my players know HEX), and then maybe something will occur to me as I'm visualizing them.
And then I thought, "Hey that's not a bad strategy for designing any sort of one-shot".
Step 1: Build intriguing characters with easy (even blatant) stereotypes that the players can work with right off the bat.
Step 2: Identify possible "Spotlight scenarios" where each character's skills and motivations will give them their moment to shine.
Step 3: Use the Spotlight scenarios to link together encounters and set pieces with the standard tropes of the adventure, (Maybe doing Step 1 and Step 2 for a villain character as well) which will help figure out the plot.
Step 4: Don't forget the token adventure Twist™!
Step 5: (Gaming) Profit!!
HEX character design has a very nice character concept system - pick an Archetype (sort of a loose class), pick a Motivation (what drives them), and then pick a Flaw (what gets them style points for getting into trouble).Step 2: Identify possible "Spotlight scenarios" where each character's skills and motivations will give them their moment to shine.
Step 3: Use the Spotlight scenarios to link together encounters and set pieces with the standard tropes of the adventure, (Maybe doing Step 1 and Step 2 for a villain character as well) which will help figure out the plot.
Step 4: Don't forget the token adventure Twist™!
Step 5: (Gaming) Profit!!
So I could use some help fleshing out the spotlight moments and scenarios for the handful of character types I've whipped up:
Quintana Smith, the Treasure Hunter - Archetype: Adventurer, Motivation: Truth
Partnered with curator. Flaw: Impulsive
spotlight moment: Jumping onto moving vehicles, shooting, being outnumbered and saving the day
Wang-Chung Ki, the Scrappy Kid - Archetype: Criminal, Motivation: Duty
Treasure Hunter's understudy. Flaw: Dwarf (just a kid)
spotlight moment: getting into tight places, crawling somewhere to solve a puzzle or rescue the group, pickpocketing or lockpicking something crucial
Miss Fiona Devereaux, the Forensic Scientist - Archetype: Doctor, Motivation: Fame
Dian Fossey meets Bones, has a pet monkey. Flaw: Shy
spotlight moment: Finds clues, heals party members, Villain probably falls for her
Umbutu the Fearless, the Native Shaman - Archetype: Occultist, Motivation: Faith
Clarice's first mate, bodyguard, interpreter. Flaw: Primitive
spotlight moment: Diplomatic with natives, fighting, able to tame beasts, able to understand/control a relic
Clarice Montagne, the "Black Swan", the Fearless Captain - Archetype: Explorer, Motivation: Greed
Hired by Professor, gone everywhere, faced everything. Flaw: Callous
spotlight moment: Knowing where to go, fighting, having the cool ship, pilots the narrow escape
Professor Samuel Cavendish, the Museum Curator - Archetype: Academic, Motivation: Survival
in over his head, but knows a lot. Flaw: Absent-minded
spotlight moment: Has to make a crucial decision, knows the Villain's weakness, understands the history
But above and beyond any help I'd gladly appreciate regarding coming up with a scenario for these guys, what do you think of this sort of One-shot design methodology? Think it works? Has it worked for you?