The core of adventure - Good Adventures with no Preparation

Some people say there are X primary plots in fiction, that if you ignore all the details, things end up as one of these elementary plots.

I recently had one of those late-night epiphanies that would have revolutionized the gaming world, but upon waking I only retained the general idea that it would be cool to think of what the most basic plots in gaming are, so that we can play around with them when designing adventures.

Ah, now I remember a bit of what sparked it. Someone was talking about Monte Cook's books as being 'templates.' The same way Mr. Cook loves half-Dragon ghost minotaurs, he loves making books that can turn a normal game into something special. Take a dungeon, toss in the Nexus from BoEM3, or Chaositech, or some Mindscapes encounters, and even a mundane dungeon becomes cool.

(It helps me that I'm listening to Tamashii no Rufuran, from EVA's soundtrack, I think).

So, let's think of basic adventure ideas, and then think of templates to toss on them so they become cooler.

In many of these entries, I'll mention 'MacGuffins.' This is a colloquial term that refers to an object (or sometimes a person) that is the focus of a story, but that has no direct effect on the story. It doesn't matter if it's a rare statue, or a suitcase of money, a cure to a disease, or an ancient text; it's just an object that people want.

Good adventure stories make the qualities of the MacGuffin meaningful. For example, in Indiana Jones and the Last Crusade, the Holy Grail actually gets used. It's not just an object to be sought.



Basic Adventures
  • Kill the monsters/bad guys.
  • Find the MacGuffin.
  • Protect the MacGuffin.
  • Survive the dangerous place.
  • Escape.
  • Solve the mystery.
  • Clear your names.

Can you think of any others? Or perhaps for a more D&D-specific list, we define things by who the antagonist is:
  • Dungeon.
  • Rampaging monster.
  • Thieves' Guild.
  • Cult.
  • Politician, king, or noble.

Basic Templates
Take one of the templates below, and try to paint as much of the adventure with this. Locations, foes, MacGuffins. It could all be themed.
  • The Twist - an ally is a bad guy, or vice versa.
  • Ancient Evil - the plot focuses on something old and bad that is resurfacing.
  • Alien Evil - the plot focuses on something completely new, from an unknown world.
  • Nature - the plot focuses on plants, animals, and elementals.
  • Elemental - pick an element, like fire, water, sound, or time. The plot focuses on that.
  • Psionics.
  • Dreams.
  • Alignment - chaos, law, good, evil.
  • Old School - things are deadly and may make little sense, and you try to avoid all things 'Extreme.'
  • Extreme - describe every action like it's in slow motion in a Vin Diesel movie.

Hopefully we can refine things a bit.
 

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The Goblin King said:

Beat me to it.

Yup. Each plot has its own common twists mentioned, and there is an extra section on twisting them further. Right now, I did the "double up" thing, making my "hook layer" the archetype "Escort Service", and then having the meat of the adventure be "Recent Ruins."
 

Ancient Evil - The plot focuses on something (in my case an artifact) old and bad that is resurfacing, it's horribly powerful but not one person knows what it does. The PC's are in over their heads in the beginning, and after finding it they lose it and it falls into the wrong hands. Now they have to get it back...again.

Is that what your looking for? Or am I way off?
 

Kill the monsters/bad guys.
Find the MacGuffin.
Protect the MacGuffin.
Survive the dangerous place.
Escape.
Solve the mystery.
Clear your names.

Even these can be boiled down further.

"Escape" is really just a variant of "survive the dangerous place", which is just another variant of "Protect the MacGuffin". Which in this case means life, limb, and good health.

"Clear you names" is a variant of "Solve the mystery", as is "Find the MacGuffin".

So you have three:
Solve the mystery.
Protect the MacGuffin.
Kill the monsters/bad guys.
 

with regards to
Dungeon.
Rampaging monster.
Thieves' Guild.
Cult.
Politician, king, or noble.

I have difficulty seeing the Dungeon as an antagonist. Lacking intelligence, motive and planning, isn't the Dungeon more a "Setting" than antagonist?

The antagonist's list should all be of the same magnitude:

1) Individual (Lich, King, Noble, Wife ...)
2) Power Group (Thieves' Guild, Rampaging Tribes, Cult, Cousins...)

Scope:
0) Intraplanar
1) Planar
2) Intraplanetary
3) Planetwide
4) International
5) National
6) Intercity
7) Local

Then the setting needs to be considered.
 


green slime said:
So you have three:
Solve the mystery.
Protect the MacGuffin.
Kill the monsters/bad guys.

I would boil it down even further, and replace "Kill the Monsters/bad guys" with "Kill/destroy the MacGuffin." Many adventures revolve around slaying the bad guy OR destroying the artifact. In other words, "Maim the MacGuffin" that drives the story forward.

...and why am I suddenly getting images of "Kill Dr, Lucky" and "Save Dr. Lucky" in my head? :)
 
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mhensley said:
You just need to get a copy of this-

http://www.rpgnow.com/product_info.php?products_id=1055

The Dungeon Master's Design Kit for 2nd edition.

Actually [nitpick] it's for 1st edition [/nitpick]

Exceptionally enlightened for First Edition, but 1st ed, nonetheless.

While it's a nice product with lots of good ideas and tools, I'm sort of under the impression that it's not what Ryan is looking for in this thread. DMDK will help you spin a good "classic" campaign. I think the thrust of this thread is to take the campaign to the next level by adding new spins to the classics.
 

This is interesting. I've met a few DMs who claim to be able to DM good adventures off the cuff. I've never met one whose estimation of good GMing matched mine. I believe people who really can do it are out there but I'm not one of them.


Some hopefully useful links.

MacGuffins
http://www.screenonline.org.uk/tours/hitch/tour6.html
http://www.bbc.co.uk/dna/getwriting/A3009025

Plot
http://www.oldandsold.com/articles18/play-writing-4.shtml

A quote from the latter...

"The thirty-six fundamental situations counted by Gozzi and Schiller—or perhaps only the twenty-four pronounced by Gérard de Nerval to be fit for the theatre—have probably been utilized in every conceivable grouping."

I knew there were thirty-something.

Edit: Apologies for the stealth links; fuorescent mode engaged.
 
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