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One-shot Design Workshop: Pulp Heroes
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<blockquote data-quote="kiznit" data-source="post: 4216807" data-attributes="member: 3994"><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>And then I thought, "Hey that's not a bad strategy for designing any sort of one-shot".</p><p style="margin-left: 20px"><strong>Step 1</strong>: Build intriguing characters with easy (even blatant) stereotypes that the players can work with right off the bat.</p> <p style="margin-left: 20px"><strong>Step 2</strong>: Identify possible "Spotlight scenarios" where each character's skills and motivations will give them their moment to shine.</p> <p style="margin-left: 20px"><strong>Step 3</strong>: 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.</p> <p style="margin-left: 20px"><strong>Step 4</strong>: Don't forget the token adventure Twist™!</p> <p style="margin-left: 20px"><strong>Step 5</strong>: (Gaming) Profit!!</p><p>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).</p><p></p><p>So I could use some help fleshing out the spotlight moments and scenarios for the handful of character types I've whipped up:</p><p></p><p><strong>Quintana Smith</strong>, the Treasure Hunter - Archetype: Adventurer, Motivation: Truth</p><p> Partnered with curator. Flaw: Impulsive</p><p> spotlight moment: Jumping onto moving vehicles, shooting, being outnumbered and saving the day</p><p><strong>Wang-Chung Ki</strong>, the Scrappy Kid - Archetype: Criminal, Motivation: Duty</p><p> Treasure Hunter's understudy. Flaw: Dwarf (just a kid)</p><p> spotlight moment: getting into tight places, crawling somewhere to solve a puzzle or rescue the group, pickpocketing or lockpicking something crucial</p><p><strong>Miss Fiona Devereaux</strong>, the Forensic Scientist - Archetype: Doctor, Motivation: Fame</p><p> Dian Fossey meets Bones, has a pet monkey. Flaw: Shy</p><p> spotlight moment: Finds clues, heals party members, Villain probably falls for her</p><p><strong>Umbutu the Fearless</strong>, the Native Shaman - Archetype: Occultist, Motivation: Faith</p><p> Clarice's first mate, bodyguard, interpreter. Flaw: Primitive</p><p> spotlight moment: Diplomatic with natives, fighting, able to tame beasts, able to understand/control a relic</p><p><strong>Clarice Montagne</strong>, the "Black Swan", the Fearless Captain - Archetype: Explorer, Motivation: Greed</p><p> Hired by Professor, gone everywhere, faced everything. Flaw: Callous</p><p> spotlight moment: Knowing where to go, fighting, having the cool ship, pilots the narrow escape</p><p><strong>Professor Samuel Cavendish</strong>, the Museum Curator - Archetype: Academic, Motivation: Survival</p><p> in over his head, but knows a lot. Flaw: Absent-minded</p><p> spotlight moment: Has to make a crucial decision, knows the Villain's weakness, understands the history</p><p></p><p>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?</p></blockquote><p></p>
[QUOTE="kiznit, post: 4216807, member: 3994"] 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". [INDENT][B]Step 1[/B]: Build intriguing characters with easy (even blatant) stereotypes that the players can work with right off the bat. [B]Step 2[/B]: Identify possible "Spotlight scenarios" where each character's skills and motivations will give them their moment to shine. [b]Step 3[/b]: 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. [b]Step 4[/b]: Don't forget the token adventure Twist™! [b]Step 5[/b]: (Gaming) Profit!![/INDENT] 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). So I could use some help fleshing out the spotlight moments and scenarios for the handful of character types I've whipped up: [B]Quintana Smith[/B], 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 [B]Wang-Chung Ki[/B], 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 [B]Miss Fiona Devereaux[/B], 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 [B]Umbutu the Fearless[/B], 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 [B]Clarice Montagne[/B], 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 [B]Professor Samuel Cavendish[/B], 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? [/QUOTE]
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