Roleplaying Tips Weekly E-Zine Issue #454
Creating Adventures from Small Ideas
Contents:
This Week's Tips Summarized
Creating Adventures from Small Ideas
- A Small Wire Can Make a Big Spark
- Asking and Answering Questions
- Ask 3 Big Questions
- Make it Interesting
- Example: Veins of Gold
Johnn Four's GM Guide Books
Monte Cook Launches Dungeonaday.com!
Monte Cook, whose design credits include 3rd Edition D&D,
Ptolus, Arcana Evolved, and 20+ years of other products, has
launched a brand new project, dungeonaday.com. Every
weekday, he presents a new encounter, building an entire
hyperlinked campaign as he goes along.
Dragon's Delve is a challenging old-school megadungeon with
a vast history and extensive background, but DMs can also
use the modular encounters to spice up their own adventures.
Plus, the site offers maps, handouts, DM tips, behind the
scenes articles, and bonus encounters. There's even a
podcast.
www.dungeonaday.com
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A Brief Word From Johnn
Roleplaying Tips Being Published Every Other Week
This summer I'll try publishing Roleplaying Tips every two
weeks. A number of factors are involved in publishing
issues, the most important of which is your feedback and
GMing needs. So, feel free to write in anytime during this
experiment. Next issue will be the week of July 19.
Win Great Prizes - Combat Hazards Contest
Thanks to those who have entered the combat hazards contest
so far. If you haven't entered, there is still time.
What are some cool terrain, trap, environmental, obstacle,
and strange hazards that could affect the PCs or their foes
during exciting combat action?
Examples:
- Ye old pool of lava
- Strong gusts of wind that push combatants around
- Teleportation circles combatants use to jump around the
field of combat
- Combat takes place on large disks attached to ceiling with
chains - you get swinging motion plus tippy ground (thanks
White Plume!)
- Thin ice over bone-chilling cold pool
How to Enter
Email me [johnn@roleplayingtips.com] as many combat hazards
you can think of. Each entry gives you a chance to win a
prize, so send along everything you can think of. Use email,
Word, or whatever format works for you. Send entries in
batches if that's easier for you. Everything gets put in a
spreadsheet in the end anyway, for random prize selection.
Feel free to let me know your prize preferences as well.
Deadline
Contest ends July 21. Multiple entries are welcome, but they
must be emailed to me by Tuesday, July 21, 2009.
The Prizes
In total, there are 18 prizes up for grabs.
Winners will be selected randomly, so don't worry about
writing skills - it's the ideas that count.
Entries will be compiled and edited and given back to the
RPG community for free, as I've done with previous contests.
Thanks for helping other game masters with your combat
hazards!
Email johnn@roleplayingtips.com your entries today.
Fit some gaming in this week!
Johnn Four,
johnn@roleplayingtips.com
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Battlegraph Dry Erase Boards
Battlegraph Dry Erase Boards represent one of the greatest
leaps in gaming technology since the twenty sided die. Each
board is precision cut to fit together like a puzzle into a
single interlocking mapping surface.
As your game advances, older sections of the map can be
erased and moved to the front creating one continuous
scrolling map. Each board is 11" x 11" x 1/8" and covered
with a beautiful white dry erase surface permanently scored
into a 1" x 1" grid. Order multiple sets and plan an entire
night's gaming in advance. Your game may never be the same
again!
www.longtoothstudios.com
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Creating Adventures from Small Ideas
A guest article by Sébastien Boily
GMs want to build original and interesting adventures and
campaigns. One of the problems many GMs have is thinking too
big too early in the process of creation. By doing this, we
are putting pressure on ourselves, which only increases the
chances for the page to stay white. Here are a few tips on
how to deal with this issue.
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Step 1: A Small Wire Can Make a Big Spark
Use small concepts, and instead of expanding them, build
around them.
Grab your handbook or any game material you have, look into
it, and find something interesting.
For example:
- A feat
- A skill
- A piece of equipment
- A spell
- A class
- A race
- A creature
- A quote
- A character
- A quirk or virtue
- A magic item
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Step 2: Ask and Answer Questions
Make a list of information about the topics you choose.
Here are some questions to help you. This list isn't all-
inclusive; use the questions if they are appropriate to your
topic. While doing so, make sure to note any idea that comes
to mind.
- Who uses it, has it, said it or casts it?
- Why is it made, said, or used?
- What is done with it?
- How is it made, learned or done?
- Why is it interesting?
- Where can you get it, see it, eat it, etc.?
Here is an example with a common item: a pair of gloves.
You'll see that some answers can overlap, but it doesn't
matter.
Gloves: Who uses them? Adventurers, workers, farmers, the
rich and the poor, kings and slaves, some monsters,
fighters, mages, chemists, soldiers.
Why are they used? To protect the hands, to provoke a duel,
to hide fingerprints, to hide skin color, to manipulate
chemicals.
What they do with them? Fight, slap, work, sell them, give
them as a gift.
How are they made? They can be sewn, forged, or crafted.
They can be made of many materials: iron, leather, linen,
plastic, adamantium, rings, scales. They can be bought,
given, or found.
Why are they interesting? They can be magic; they can be a
symbol; they can have details such as runes, gems, or blood
spills.
Where can you get them? We can get gloves at the market.
They can be found, stolen or crafted.
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Step 3: Ask 3 Big Questions
Ask yourself one or all of the three most important
questions:
- Is it possible for someone or something to make profit
from it?
- Is it possible for someone or something to gain power
with it?
- Is it possible for someone or something to gain an
advantage out of it?
If yes to any of these questions then try to answer the
question, how?
In our world people can make profit out of almost anything:
a skill, a feat, even a quote.
Building on my example: a pair of gloves.
- Someone could make profit by selling them; the glove
industry can bring a lot of money.
- Someone could gain power by having a glove of strength
or a glove of dexterity. Perhaps the king prizes gloves,
and crafting a particularly interesting glove will give
access to him.
- Having a pair of gloves is indeed an advantage when
climbing a mountain or wielding a sword.
Then continue building. If you keep answering how, you will
soon have many concepts or ideas to draw upon.
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Step 4: Make it Interesting
While you are adding layers to your idea, try to have
twists, making the subject interesting for a role-playing
game.
Maybe the glove merchant wants to hire adventurers to get
rid of a competitor. Maybe he wants you to convince an elven
glove maker to teach him the long-lost elven secrets of
glove making.
Maybe the king will open a contest to choose the official
glove maker for all nobles at the court. Maybe you need to
wear gloves made of a particular heat-enduring material to
wield the famous Blazing Greatsword of the Seven Hells
without taking damage.
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5. Example: Veins of Gold
In the World of Warcraft RPG book Dark Faction, there is a
spell called Flesh to Gold. It works just like Flesh to
Stone, but the stone produced shows veins of gold.
The first choice is obviously to have a powerful mage use
the spell to generate gold. The size of this venture can
turn this idea into a side quest, a campaign, or anything in
between.
The second way: someone important, or at least important to
the PCs, has been turned to stone with the flesh to gold
spell, and the gold is used to make coins. Those coins were
spent, but had something to distinguish them from other
coins. Now your PCs must get at least one of the coins so
they can resurrect the person.
The third choice would be an artifact or wand with a
precise number of charges from the spell. Now your PCs have
found some gold, but hey, they will need to work for it.
Here is how I've been using it:
In my campaign, the PCs had previously dispatched a slave
trading organization led by a mage called Von Shlafen. Even
though they freed the slaves and killed most of the
henchmen, they could not get the leader, who fled taking
with him his most valuable objects, a few hundred coins and
a good share of the PCs' pride. Their attempts to locate him
all failed and soon a year had passed. That is when I
decided it was a good time for that character to appear
again.
Von Shlafen started up operations in a mine, turning hapless
miners into gold. Before long, he hired other mages to help,
moved on to kidnapping peasants, and even started casting
his spell on monsters. Soon, he realized that the stronger
the victim was, the more gold was produced. This made the
PCs potentially very valuable. Now it's up to them to shut
him down, while avoiding being turned into easy money
themselves.
I built the idea using the same pattern:
- How did Von learn the spell?
On the black market and through his past contacts.
- Where did he find a good alchemist and miners?
Contacts again.
- How can he maximize his profit?
By recruiting a few fellow mages to cast the spell with
him. By having henchmen capture people and monsters.
- How can he hire henchmen?
Contacts again!
- How can he hide his business and even justify disappearing
people?
By settling in a forgotten old mine where death among miners
happens often.
Just keep going with questions like that, and you'll have an
entire adventure idea in no time.
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Advanced Adventures #10: The Lost Keys of Solitude
Advanced Adventures #10: The Lost Keys of Solitude is now
available in stores and at our on-line store! This OSRIC(TM)
module is designed for 6-8 adventurers of levels 6-10. What
lies in the once-abandoned monastery deep in the remote
mountains? Explore the terrors and treasures of Solitude!
The Lost Keys of Solitude at XRP
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For Your Game: Magic Item Backstories
- Wand of the Golden Soul
From: Sébastien Boily
This magic item was crafted 32 years ago, by a gnomish
mage-alchemist who wanted to succeed where all before him
failed: turning stone to gold.
His lifelong searches had made him crazy by the time he
thought of the way to achieve his goal. He realized that
altering the Flesh to Stone spell was much easier than
creating an entirely new formula, and so his spell turns
flesh into gold.
He died in the process of creating the wand, and his
secret lab was never found - until now.
- Murlynd's Spoon
From: Brad Chacos
Murlynd the druid thought having intelligent plants to
converse with in the atrium was a wonderful idea. He got
together with a local sorcerer, and through much trial and
error, managed to cross pollinate several magical and
terrestrial plant strains into a new, intelligent,
wonderfully talkative breed.
Unfortunately for Murlynd, while the discussions on the
philosophies of civilization, nature, and all things in
between was deeply fruitful and engaging, the new plant was
based primarily off of a particularly virulent strain of
weed, and his atrium is now filled with scores of large,
talkative bushes.
Also unfortunately, the hybrids are no longer able to
photosynthesize and must all be fed a fairly large portion
of food each day. It wasn't so bad at first, but his food
budget was rapidly outgrown by their sprouting.
In desperation, he turned back to the sorcerer, who made a
fairly unremarkable looking spoon that was able to magically
create a large amount of thick pasty gruel each day; perfect
for feeding his new philosopher's forum.
It has been a few months, and they are starting to
complain - loudly - of the warm cardboard taste of it all.
The clamor has gotten so loud that he has been issued
several noise citations, his landlord is threatening to
kick him out and burn the plants to the ground, and worst
of all, the food that Murlynd's Spoon is creating still
tastes bland.
In desperation, the druid has turned to the party to help
calm the landlord and the neighbors, as well as find some
way to make the magic food palatable. Any flavor will do,
though most of the plants are asking for delightful fruit
flavors - pomegranate in particular - and that one slightly
shriveled plant in the darkest corner of the atrium is
wondering aloud what a flesh-flavored gruel would entail.
- Sphere of Annihilation
From: David Mortensen
"Hungry, so hungry. Nothing here provides any sustenance.
Soon I will be unable to move at all. Just want to go home."
A Sphere of Annihilation is found to be moving towards a
population center. The PCs are called in to discover who is
controlling the sphere and to stop them or destroy the
sphere before it enters the city.
The twist is, there is no controller. The sphere is
sentient creature from another plane just trying to make
his way home.
- Pelor's Potions
From: Anthony P Warchal
The Temple of Pelor has to supplement their tithing income
by producing various potions to sell to adventurers. Lately,
none of the potions are working, or even worse, they are
producing a negative effect. The adventurers must find out
what is corrupting the process.
The offending person is a supposedly lower level priest
new to the temple. He actually is a high level priest from
a rival temple using magic to hide his alignment.
- Ghâshmag the Dancing Sword's Restaurant
From: Graham Darling
What happens to a powerful magic weapon when the Great War
is over?
- To avoid being beaten into a ploughshare, Ghâshmag the
Burnblade, an intelligent Dancing Sword formerly wielded by
the slain Dark Lord, has opened a swanky restaurant.
Ghâshmag satisfies its lust for blood in preparing a killer
filet mignon. It uses its Heat Metal ability to sear each
slice to perfection, whilst indulging its evil alignment by
charging patrons outrageous prices, and bullying the kitchen
staff. Winner of the national Iron Chef Award six years
running.
Ghâshmag is snooty and contemptuous of would-be Black
Knights trying to lure it back to "active duty." It was the
object of a recent kidnapping attempt. It pays adventurers
in free meals, providing they arrive in proper attire.
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The 5×5 Method
By Dave Chalker, Editor-in-Chief of Critical-hits.com
Reprinted with permission from:
www.critical-hits.com
When working on chapter 2 of my D&D 4e campaign (in the
paragon tier, chapter 1 having encompassed the heroic tier),
I kept running into roadblocks when trying to map out the
next major arc. I had left a number of dangling plot threads
that didn't feel right to abandon (that the players were
just getting into, as well) so changing gears majorly didn't
seem like the right thing to do.
At the same time, I wanted to give the arc a bigger scope
than the specific mission-based adventures I had been
sending them on, as well as giving them more freedom to roam
about the world I had spent 9 levels introducing them to.
I also wanted to let them take more direct control of where
they wanted to go next, but still script things out enough
to let me plan ahead (i.e. not go full-on sandbox quite
yet).
I developed an answer to all of these in what I decided to
call "The 5×5 Method." I don't think it's anything ground-
breaking, nor is it going to work for every campaign.
However, I was asked to share, and here it is.
Take 5 major, distinct quests. Give them an appropriate
title. For purposes of this example (and so as to not spoil
my game for my players) we'll make one of the quests be:
Defeat Sauron's Army at Minas Tirith
And assume there's 4 other quests there. Then, for each of
those 5 quests, give 5 steps needed to complete that quest.
Each one should provide enough to provide an entire
adventure (or more, but probably not less). So our example
might look like:
Defeat Sauron's Army at Minas Tirith
- Find Minas Tirith, meet the King.
- Save Faramir.
- Meet Elrond and retrieve Narsil.
- Brave the Paths of the Dead and convince the Army
of the Dead to join up.
- Use the Army of the Dead to defeat Sauron's Army.
If possible, make #5 epic, and definitely make it finish
that quest. Now, here's the part that may take some
tweaking. Give each step a location, preferably spread out
all over your map. When possible, make these locations near
each other at different points on the other quests. That
way, they may decide to work on a different quest after
finishing up one part simply because they're geographically
nearby. Thus:
Defeat Sauron's Army at Minas Tirith
- Find Minas Tirith, meet the King. (Minas Tirith)
- Save Faramir. (Osgiliath)
- Meet Elrond and retrieve Narsil. (Dunharrow)
- Brave the Paths of the Dead and convince the Army
of the Dead to join up. (Paths of the Dead)
- Use the Army of the Dead to defeat Sauron's Army.
(Minas Tirith)
Then in your other quests, you might have something like:
- Discover the Witch King's weakness (Dunharrow)
in one of the other entries in the 5×5. In my theoretical
example, the goal would be to have the other quest advanced
to the point where, after meeting Elrond, they go off and
investigate another lead in the area, and then have two
different branches that could be followed from there. Or
they'll notice that one lead is on the way to another, and
stop off to finish that portion. Plus, the leads themselves
will suggest a certain priority, or will intertwine in
different ways depending on what order the PCs discover
them.
There are some potential downfalls, of course. Players might
decide to follow one path at a time, finish one quest then
move on to another in succession, thus eliminating part of
the cool factor of using the 5×5.
Or they might try to jump ahead when two paths criss-cross
too much. In any case, the DM is still going to have to do
some work and weave the different threads together in a
satisfying fashion. And if they're hell-bent on finishing
one quest, let them do it...but let them know about the
other opportunities lost and enemies advancements that are
happening while the other pieces are ignored.
Overall, give them interesting choices among the quests, by
providing both strategic objectives and chances to roleplay
what their character is interested in. (Easier said than
done, I know).
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Johnn Four's GM Guide Books
In addition to writing and publishing this e-zine, I have
written several GM tips and advice books to inspire your
games and to make GMing easier and fun:
How to design, map, and GM fresh encounters for RPG's most
popular locales. Includes campaign and NPC advice as well,
plus several generators and tables
Advice and tips for designing compelling holidays that not
only expand your game world but provide endless natural
encounter, adventure, and campaign hooks.
Critically acclaimed and multiple award-winning guide to
crafting, roleplaying, and GMing three dimensional NPCs for
any game system and genre. This book will make a difference
to your GMing.
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