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Roleplaying Tips Weekly E-Zine Issue #175
3 Tips For Writing And Running Adventures
Contents:
This Week's Tips Summarized
3 Tips For Writing And Running Adventures
- Write the Basics First
- Use a 7-Point Outline
- Use Timelines and Triggers
Readers' Tips Summarized
- An Alternative Way Of Giving Magic Weapons/Items
- Big Mouth Tips
- Sci-Fi Links
- Modern Campaign Resource Link
- Using Biology Texts For NPC Names
Return to Contents
A Brief Word From Johnn
Wilderness Encounters Status Report
A quick update on the publication of wilderness encounters
content entries. The editing work is coming along nicely,
but I didn't hit the deadline for this week's issue, so it
will be at least one more issue before they're ready.
Campaign Update
I'm up to session #4 of my D&D 3E campaign now. We play bi-
weekly, so I'm finding that a 14 day break between games
makes me want to accomplish a lot during sessions. Last
week's session got bogged down quite a bit with character
shopping. It was my fault, not the players', as I didn't do
the proper planning for a shopping trip. To further bruise
my GMing ego, I was the person who initiated the merchant
encounter! Shoulda kept my mouth shut. :)
Lesson learned: For bonus EXPs between sessions, I asked the
players to submit ongoing purchase requests so I can run
merchant encounters more quickly in the future.
Another lesson learned: Keep an eye on party finances. What
use is planning a wonderful 10,000 GP item for sale when the
PCs only have 2,000 GPs between them? Also, once the party
has some gold burning in their pockets, anticipate a
shopping request and do some planning before the game.
I have a shopping tool request for any Windows programmers
out there. If you would enjoy doing a small freeware project
(I'll post your finished work at
http://www.roleplayingtips.com for all GMs to use) send me
an email for details.
Cheers,
Johnn Four
johnn@roleplayingtips.com
Return to
Contents
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Some new arrivals this week include rare Judges Guild
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Grimtooth's Traps, and Q1-7 Queen of the Spiders.
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Feats, Ultimate Equipment, LOTR Risk, and Ork!
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3 Tips For Writing And Running Adventures
Dariel R. A. Quiogue
Writing and running an adventure for a game is something of
a paradox. You need to make a story that "hangs together"
well, but at the same time, you have to leave it open for
the players' characters. I used to make the error of making
adventures too linear until I realized some important
things.
First, the adventure is meant for the players' enjoyment; if
they don't get to do anything significant, if they don't get
to earn victories on their own, the game is a bust.
Second, it's not a good idea to base an adventure on a
prediction of what the players will do, or that requires any
one player character to do something specific; players tend
to do the most unexpected things.
Third, the lesson I learned was that the GM or adventure
writer may provide the What and Why of an adventure, but not
the How Ð that's the players' province.
Thus, when I write and run adventures nowadays, I don't
write a plot. Instead, I create a situation or problem that
will involve and challenge the players' characters. Then I
play it by ear from there. I try to hook in the players'
characters, to get the players involved and proactive, and
then sit back and let the players propel the game instead of
trying to do so myself. The trick, as I have found so far,
is to get the players to work on a defined purpose - which
may be different for each character - and then respond to
their actions.
- Write the Basics First
When I write an adventure I write these items first:
- An adventure seed.
This is the basis of the whole adventure - a problem or
situation that needs the PCs to solve it (for example, a
baffling crime for detective PCs), or needs to be resolved
by the PCs (for example, a shipwreck on a monster-infested
island). If there's a main villain, I note what he's like
and what his objectives and strategies are.
- Setting details.
This is where I get the encounters for the adventure. I
don't plan the encounters per se - I note down the people
and creatures in the setting and how they could interact
with the PCs. For example, a band of cannibal tribesmen
might try to hunt the PCs if they show up in a small group,
but may deal with the PCs if the PCs make parleying
attractive or necessary. This way, wherever the PCs go I'm
ready for them with an appropriate encounter type.
- A "blurb" that tells what the adventure is about.
I do this in the form of a teaser - this is what I use to
attract players.
- A "casting call".
This is the specification for the characters in the
adventure; I might specify a need for certain classes and
backgrounds, or a story element that will tie the characters
into the adventure.
- The scenario.
How the adventure begins - where the characters are or what
they might be doing when the adventure begins.
Return to Contents
- Use A 7-Point Outline
- Introduction: Bring the characters into the story and
introduce the problem.
This is the first and most delicate step. If done right, the
players will take over and steer the adventure themselves,
and all the GM need do is provide and run appropriate
encounters. The key is to present each PC with a problem, or
a side of a problem, that concerns him personally. Then give
the players a reason to work together.
For example, in one adventure I gave all the player
characters a different reason to want to go to Turkestan. The
spy needed to meet with a rebel chieftain; the gunrunner got a
big deal, but needed a means of getting the goods in; the
gentleman scholar wanted to dig up traces of the old kingdom
of Bactria, which of course lies in what is now Turkestan. The
players realized that by joining up they could all achieve
their individual objectives - and so the adventure kicked off.
- Raising the Stakes: emphasize the seriousness of the problem,
or add another problem.
This is an encounter or situation that is meant to shoot a
bolt of adrenaline into the players, to heighten tension, and
to galvanize them into a higher level of action. A favorite
tactic of mine is to make the problem more personal in nature,
or to reveal that the problem could be much bigger than it
seemed at first sight.
For example, in the search for clues to a murder, the PC
detectives find that the Yakuza is involved and is trying
to erase the evidence. Now instead of a lone criminal, the
PCs know that they are facing an entire crime network. When
you hear your players say "Uh oh!" with feeling, you know
that you've been successful!
Another good tactic is to reveal that the main problem must
be solved within a time limit. For example, in one game it
was established that a horde of brigands was about to descend
on a city and the PCs were organizing the evacuation; then
another PC comes in with news that the brigands are not two
weeks away, but only three days away! Panic!
- Pointing the Way: the PCs win a chance to attack the problem.
This is a point where I rely almost purely on roleplaying,
with little or no combat and very few rolls. The idea is to
give the players a chance to find a way to solve the story
problem. At this point in the game, the players already know
what the problem is, but they might lack the information
necessary to attack the problem effectively. The challenge
for the players is to find the needed clues. The challenge
for the GM is to be sure the PCs have the opportunity to find
at least some of the clues; if the GM hides too much
information, the game could bog down.
Instead of setting the clues and the means of finding them in
stone, I try to play this by ear. It's up to the players where
they want to search and who they want to talk to, and what
they ask; depending on what the players do, I reveal such
information as sounds right. I also try to leave open-ended
clues; clues that require interpretation to be useful rather
than direct pointers.
For example, if they ask the stable boy about the murder, he
might not know anything about the killing itself, but he does
know that the suspect took a particular horse, and that the
dogs didn't bark at him which is why he never bothered to get
out and look until the suspect was gone. The players'
challenge is to interpret these clues correctly: in this case,
that the murder was an inside job.
- Complication: the problem receives a new twist, or another
problem is added.
Complications make life harder for the PCs. It may be the
appearance of a new enemy, or getting magicked into a strange
new form, or being driven out of the group's hidden base, as
happened in Star Wars: The Empire Strikes Back. Introducing a
complication extends the adventure and adds another level of
challenge for the players. You may skip this if you want a
shorter game; but for a longer game, complications add spice.
A good source of complications is a smart and dynamic villain.
A good villain doesn't just wait in his lair for the heroes to
kick him in the rear! No, he makes plans, he acts, he reacts
when things go wrong, and if he knows who was interfering with
him (the PCs, who else?), he counterattacks.
Sometimes the complication can take the form of a "bait and
switch". It is revealed that the PCs have been chasing after
the wrong guy after all and that the villain is someone
else, or that everything that has been happening so far is
only a smokescreen for what the villain really intends. For
example, the orc invasion was meant only to draw the royal
army out of the capital so that the evil Duke can enter
unopposed and overthrow his cousin the King. Now the heroes
have only so much time to get back to the capital with
whatever forces they've got and save the day.
- Finding the key.
The key to the adventure is that which gives the PCs a good
chance of victory in the climactic scene. This might take the
form of an object, like the magical spear fated to slay the
Demon King, or secret information like the Death Star's sole
weak point and how it may be attacked. Or a lost king may
finally be able to prove his claim to the crown and win
the service of the Sacred Knights. In fact, most of the
adventure so far might have been involved with acquiring this
key. If so, all that remains is to reveal what the key is and
what it can do.
The key to an adventure may also involve roleplaying a
dramatic scene; a PC must overcome his personal weakness or
pass a test to gain the power needed to face the final enemy.
You see this a lot in console RPGs like CronoTrigger and
Phantasy Star; there is a mondo-powerful spell that is only
available to the hero if he wins through a deadly gauntlet to
the ancient master, or something like that. In the movie "A
Man Called Horse", Richard Harris' character proved his
worthiness to become a chief by enduring the harrowing Sun
Dance ritual.
Since this is a game, it may be that the PCs miss the chance
to find the key to the adventure. It may then be possible to
finish the adventure successfully, but it will be much harder.
For example, without a certain artifact it may be possible to
finish the adventure only with Level 10 characters; but with
the artifact, Level 8 would have sufficed.
- Climax
This is the Big Scene. In most adventures, this means
confronting the main villain and either eliminating or
stopping him. The challenge for the GM here is to make this
scene as memorable and exciting as possible. Try to think of
what might make the climax more interesting and exciting. Some
ideas, off the top of my head, are:
- Exotic location - a bridge over lava, atop a speeding train,
etc.
- Desperation - the enemy is on the verge of winning, this is
the Last Chance...
- Time pressure - finish the battle before the summoning
ritual ends...
- Audience - the big fight happens before a big audience!
- Betrayal or twist - a trusted NPC suddenly turns against the
heroes.
- Cool villain - cool looks, cool dialogue, cool fighting
style, cool spells...
- Challenge - the villain challenges the PCs to one-on-one
combat.
- Dilemma - the villain presents the PCs with a hard moral
choice, like in the "Spiderman" movie.
- Denouement and Rewards
This scene is meant to be a reward for having successfully
completed the adventure. Players like a sense of
accomplishment over and above treasure and XPs. You'll
likely forget just how many gold pieces you got for trashing
that hobgoblin army in Helgard Pass, but you'll definitely
remember when your fighter was knighted and made Baron of
Helgard. A good story ends with a sense of completion, and
it's the same thing with RPGs.
To this end, think of what happened to the game world after
the PCs solved the story problem. Perhaps they gained in
reputation, or made new friends and allies. They may earn
recognition and titles, in addition to treasure. Or the
classic boy-gets-girl scenario - or vice versa!
The denouement is also the time to reveal the big picture -
tie up loose ends, reveal what happened to NPCs who were left
behind or went off and did something else, or reveal secrets
that defeating the enemy has brought to light. This allows a
GM to round out an adventure and firmly ground it into the
campaign world, which also redounds to the players'
satisfaction.
For example, in the conclusion of one adventure set around the
time of the 19th century Afghan Wars, I had the PCs meet again
in London many years later for the publication of their
memoirs. A young boy asked them to autograph a copy of their
book, and when they asked his name, he said, "Lawrence, sah.
T. E. Lawrence." It was the boy who would one day be known as
Lawrence of Arabia. My players really liked that. [Editor's
Note: the recent film "Shanghai Knights" used this technique
to great effect as well.]
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- Use Timelines and Triggers
When does something happen? I'm learning to think in terms of
Timelines and Triggers for the timing of in-game events.
- Timelined Events
Some events will occur regardless of PC action, so you can set
these up on a "timeline" - the volcano will erupt five days
after the PCs reach the island, the summoning ritual that they
have to stop will be held at midnight, etc.
You can set up timelined events as surprises, but I think
they're more effective if you prefigure them somehow and make
sure the players know that something is going to happen. The
information on when an event is scheduled to occur may in fact
be a major clue that the PCs will have to find.
Timelined events can serve as a good reminder to the players
that their characters exist in a larger world and are subject
to its upheavals. In a long-running campaign, for example,
you could have the PCs' status change suddenly when the old
King dies and his heir, who for some reason doesn't share his
father's feelings for the PC heroes, takes over.
- Triggered Events
Triggered events are the opposite of timelined events - these
happen when the PCs do something to set off the event. The
simplest example is that of a chest with a dart trap. If a PC
tries to open the chest without finding and disarming the trap,
the dart shoots out.
The actions of major NPCs and villains may be set up as major
triggered events; for example, the King will bring out his
knights to defend his capital, but only if the PCs can convince
him that his brother the evil Duke is indeed going to attack.
The event can be a goal of the PCs, like getting the army out
in time, or it may be a tactic of the villain in case the PCs
interfere. For example, if the PCs take down the assassin sent
after the King, the villain turns to his pet necromancer and
asks for a spell to do the job from afar. The King falls sick
with a mysterious malady and the PCs must now find the magical
herb that is the only cure...
Minor encounters can also be set up as triggered events. I'm
not a believer in random encounters; instead, I set up what
would normally be random encounters as triggered events. You
can take a look at the environment the PCs will be going
through and extrapolate what they encounter there and how the
encounter might happen. For example, the alpine terrain the
PCs are trekking through is cave bear territory; they might
meet a bear if they enter its cave, or neglect to hide their
food and so attract a bear to their camp.
Well, that's it! This is how I now go about planning and
running my own games and so far it's worked for me. I hope
you find something useful in here for your own games.
Return to
Contents
Readers' Tips Of The Week:
- An Alternative Way Of Giving Magic Weapons/Items
From: Dariel R. A. Quiogue
Every player enjoys getting and using magic items for his
character. Unfortunately, frequent awards or magic item
discoveries can damage suspension of disbelief and make
designing balanced adventures a headache; what do you do
when half the party members are invisible, unhittable,
fireproof, regenerating, Stormbringer-clone-wielding
juggernauts? Here is an idea for an alternative way of
letting your PCs obtain magic items.
- Permanently enchanted magic items are extremely rare. For
some reason or other, wizards and clerics don't like to make
them much; perhaps they are concerned, very practically,
that powerful items might eventually get out of their
control and be misused.
- On the other hand, clerical orders and wizard guilds or
societies recognize the need for magic items, especially
weapons, in dealing with threats to themselves and their
dependents or protectees.
- Therefore, the practice of creating temporarily enchanted
items has emerged. (Yes, I'm using challenge-response method
here). The enchantments last only for a given period, or
better yet are conditional--they lapse when some goal has
been met.
For example, there has been an increase in undead activity
near the town of Shaikorth. The temples offer to put
"blessings" on the weapons of any adventurers who volunteer
to deal with the threat. The conditional enchantment placed
on the weapons is a +1/+2 bonus vs. undead that will last
"until no creatures from beyond the grave exist within
fifteen miles of Shaikorth."
This means you can start with more or less a clean slate of
magic items on your PCs with every adventure and let your
players earn the item powers they need anew with each
adventure.
- It is also possible that the temples and guilds will put
enchantments on weapons for a fee--hefty, of course--but the
adventurers applying for them must state their intended use
for these things. The enchantment will be placed only if the
clerics/wizards are convinced that the PCs are honest in
their intentions and/or will serve their purposes.
This should also serve as a good hook for interaction and
getting your players more involved in the game world. A
party might decide, for instance, to get themselves under
the patronage of a particular temple to ensure constant
access to the temple's blessings on their weapons and items.
- Different clerical orders and wizard types will, of course,
have different powers. The kind of blessing sought for a
weapon will depend very much on what monster is sought; and
the kind of blessings that can be given will depend very
much on the creed or principles of the temple or guild
applied to.
This means the players must decide for themselves what
powers they want for their items. They might, for example,
be convinced that a demon is responsible for a rash of
killings and ask for good vs. infernal creatures
enchantments. It turns out the killings were the work of
lycanthropes, however--the PCs hadn't investigated enough and
misled themselves.
- Items may begin to acquire a magical aura or taint after
having been enchanted several times; perhaps masterwork
items have a greater tendency to retain traces of dweomer,
enough to have a +1 or +2 bonus on their own (on top of the
masterwork benefits), or a minor power like Sting's ability
to warn of orc presence.
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- Big Mouth Tips
From: Mike
I haven't been receiving your e-zine for very long since I
gave up the hobby so I could play Rugby League and guitar in
a band. Not enough hours in a day I am afraid, so something
had to go. I now find I am too old to play either rugby or
guitar so I have subscribed to your e-zine and taken up the
game again.
Many years ago, before e-mail, there used to be a fanzine
called "The Dungeoneer" and they printed a set of about 5
rules which they called the bigmouth rules. If I can find it
I will scan it and send it to you but I suspect I threw it
away a long time ago. All I can really remember is that the
bigmouth rules said:
- Any player who says another player's character does
something suddenly finds that his character has done it!
- Anything a player says, his character has said: i.e. no
out-of-character talk.
We used this quite successfully for many years, but then
that was 1976 and maybe the rules were not so well defined.
As another tip: there are times when players need
clarification from the DM. So I used to stick in an NPC
whose name I can't remember but the players called him
Buggerlugs. In this way the players can avoid saying to the
DM "is the mold green or yellow?" and instead say to the NPC
"I can't see in this light but does the mold look green or
yellow to you?".
In this way the DM can impart info without players coming
out of character. If you do this, however, it is important
that the NPC is not all-powerful; otherwise the party comes
to rely on him to help them out. Why not make him a child
who is only 5 yrs old? He can see things and give an
opinion, but cannot fight effectively.
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- Sci-Fi Links
From: Simon Ward
Good ship schematics here:
http://mirror.wolffelaar.nl/zardalu.sytes.net/
From: Don F.
Babylon 5:
http://www.wolfsshipyard.mystarship.com
Star Trek computer game mods:
http://sfc.strategy-gaming.com/chrisjonesmods/
Star Trek and Star Wars schematics:
http://www.gilsostartrekschematics.co.uk/
Return to Contents
- Modern Campaign Resource Link
From: Michael F.
A massive catalogue of modern military equipment:
http://www.army-technology.com/contractors/index.html
Return to Contents
- Using Biology Texts For NPC Names
From: Jo
If I'm in a hurry to create a character, or just don't feel
like putting in the effort to create new names for minor
characters, a biology textbook becomes a wonderful thing.
Using the Latin genus and/or species of plants and animals
makes some awesome names for FRP settings. For example,
Trochilus and Colubris both make great first names for
gladiators, provided you don't think about the fact that
they are the designation for a ruby-throated hummingbird.
You can also pick an animal or plant with distinct
characteristics and use its genus & species to make a
stereotypical NPC - or even an PC, if you're good enough to
make it interesting. Pandinus imperator (emperor scorpion)
could be a back-stabbing king, while the "dwarf pansy"
(Viola cornuta) could be... well, I'm sure you'll think of
something.
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