Adventure Building Archives - Roleplaying Tips

Archive

Category Archives for "Adventure Building"

Spikes Of Danger Tease Your Players While Filling Them With Fear

Even though we try to balance adventures, not so much for fairness but for fun, it is tough to get right. There are so many factors involved. Current character health. Whether it’s session start and players are fresh, or session end and players are making mistakes from fatigue. Whether the characters have just rested or […]

Continue reading

RPG Theme Example: Beauty, Value, Usefulness

Adventure themes create deeper immersion and better play experiences. It’s like the difference between drawing with random crayons or painting with a coherent colour palette. If the theme you’ve picked resonates with your players, they will see the patterns and theme-connected relationships of your people, places, things, and plots. You can game this for clues, […]

Continue reading

How To Create Your Own Plot Factory, Part III

With 5 Room Dungeons as our core short-adventure building technique, we can introduce and intertwine multiple plots running at once in our campaigns. We do this so we put the odds in our favour that every session a climax or major milestone will trigger. This keeps our players engaged. And it gives you more control […]

Continue reading

How To Create Your Own Plot Factory, Part II

We add more NPCS to your campaign to create more gameplay options and interesting situations (you don’t jealously cling to and railroad NPCs when you have a wonderful abundance of them). We should add more plots or storylines for the same reason. Imagine if every session a plot thread was about to reach an exciting […]

Continue reading

How To Create Your Own Plot Factory, Part I

Unending plots become a grind. Encounter after encounter with no resolution or reward in sight causes players to lose enthusiasm. And when they lose their drive, game sessions fall off the wheels. When Players Sabotage Your Game For example, why roleplay hard to squeeze clues out of reluctant enemies when it’s not going to get […]

Continue reading

Add Spikes Of Danger To Get Deeper Campaigns

An RPT GM asks about a design technique from my Adventure Building Workshop: Hey Johnn, I was reviewing the links in your 2019 Compilation and saw reference to “Spikes of Danger”. What is that referencing? I googled around and couldn’t find anything. Thanks, Paul I replied to Paul directly, but thought I’d share with you […]

Continue reading

Campaign’s Pillars: How to Pacing Your Game’s Exciting Moments

Manage pace during sessions instead of scripting it. This lets you react to your game as it unfolds and is one less strict plan you must track. But, leaving pace to encounter-level decisions burden you with yet another thing. Until you’ve made pacing a habit and can spot opportunities to switch energy up mid-session, it […]

Continue reading

Storymastery: Don’t Make This Mistake with Your Reveals

Reveal something at the wrong time and it could backfire. But have a little patience, and your grand effects will dazzle. I was on an adventure consulting call last week with Adventure Building Workshop member Michael, and something we discussed was the timing of a prophecy in his campaign. In my experience, introduce a prophecy […]

Continue reading

Campaign’s Pillars: How To Pacing Your Game’s Exciting Moments

Manage pace during sessions instead of scripting it. This lets you react to your game as it unfolds and is one less strict plan you must track. But, leaving pace to encounter-level decisions burdens you with yet another thing. Until you’ve made pacing a habit and can spot opportunities to switch energy up mid-session, it […]

Continue reading