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Adventure

And creators following their own unique vision is


something I absolutely encourage!

My one caveat, however, is that no scenario should

Writing Like
ask of PCs to harm children. That's a personal line I
draw in the sand and you'd be well advised not to
step over it.

A Fucking No budget! We've seen the summer blockbusters that


made it big because of the visual spectacle they
achieved, and I'm sure we remember those 100 million

Boss
dollar movies that were hindered because of the bad
CGI. Well, roughly 90% of our content is text… words.
Good illustrations help, but the majority of adventures
Occasionally, I get asked how to write scenarios that fall upon the writing.
don't suck. For some, there's an innate sense, a
Want to see dozens of dinosaurs roaming the
natural talent for scenario writing that's just there. But
savanna? What if the dinosaurs were outfitted with
many struggle with crafting awesome adventures -
mounted lasers? You don't have to worry about how
crippling their ability to competently Game Master.
the FX team is going to pull that off, you just have to
That's why I wrote these short and sweet, quick and
describe it. Think of all the fantasy, scifi, and horror
dirty guidelines.
films that would love to show us intense, outlandish,
Like teaching a man to fish, showing you the sanity-shattering sights! Usually, they can't because
fundamentals of adventure writing will provide you there isn't enough money, time, or creativity. Well, as
with a lifetime of great scenarios. I don't want to just writers, we don't need to worry about that… except
present you with a kickass adventure that'll only last a for that last one maybe.
session or two. No, I want you to have the power of
Following the film theme, there's something else we
unlimited adventuring. You can attain that ability in
need not concern ourselves with - nervous studio
about an hour - keep reading!
executives looking over our shoulders, demanding
Before we go any further, this guide assumes that that we make our magnum opus more acceptable,
you'll be running the adventures you write. Even if marketable, or family friendly. As writers, we aren't
you're more interested in writing adventures for public burdened with keeping a bloated, money-making
consumption, you will still need to GM them for the franchise alive over the next few sequels.
purpose of playtesting your material. Always write
In conclusion, we do what we want, when we want,
with the following in mind: how is the GM going to run
and how we want. Adventure writers can go in any
this adventure, and how can I make his job easier?
direction. The limits of our creativity are the only
boundaries. So, create with passion, knowing full well
that you have the opportunity to make something
NO LIMITS awesome just for you and your players... or a small
Even though it'll never be super popular and won't niche within the RPG hobby/industry. Go all-out!
make you rich, there are plenty of good reasons to You're free. That freedom comes with the requisite
write RPG adventures. power and responsibility, but I wouldn't have it any
other way.
Aside from a modicum of prudishness, there's virtually
no censorship. You can write what you like and if it's
deemed offensive by certain people, the worst they ELEVATOR PITCH
can do is limit the places where it can be purchased.
While I don't encourage writers go out of their way to Let's assume you were interested in writing an
offend readers, creating something different than adventure for Kort'thalis Publishing. Before sending me
what's come before may result in disturbing content. anything else, I'd want to hear your "elevator pitch."
Basically, what the adventure is about in a minute or

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less - because if we were riding in an elevator story could be happening while aliens in starships are
together, a minute is all you'd have. attacking the realm.

The elevator pitch comes before the outline. It's


probably the first step after brainstorming ideas on a WRITING WITH STYLE
blank piece of paper.
Writers have a particular style. Some are formal and
Besides being short and to the point, your elevator dry like an instruction manual. Others use casual
pitch needs to have 3 qualities. It needs to be conversation to entertain and inform. A few go for
intelligible. It needs to be intriguing. It needs to be literary prose in an attempt to come off as artsy and
exciting. deep.

Here's an example of how not to do the first. "There's a No matter how you write, someone out there is going
guy and he goes into this temple. Meanwhile, the to find fault with it. If you write florid purple prose,
werewolves are attacking the zombies. All three some will call you pretentious. If you write the way
dudes race to the finish line." people talk, some will say it's too informal and
unfocused - or even stream of consciousness. If you
All I'm left with after reading that is a sense of WTF just concentrate on clearly explaining how all the pieces
happened. Making your story intelligible means that it fit together, I know there are people who will tell you
has to be coherent. Your pitch should have a logical you're robotic and boring. There's no pleasing
beginning, middle, and end. everyone, so write how you want… but with a mind for
getting better as you go. There's always room for self-
Here's an example of how not to do the second. "A
improvement.
party of adventurers gets word that there's a dungeon
nearby full of monsters and treasures. The party enters Another aspect of writing style can be divided into
the dungeon and starts slaying the crap out of two categories. The first is terse, utilizing a minimal
everything until either the monsters or the adventurers word count and spartan feel. Such writers won't use
are dead." 25 words when 10 will do the job. The second is
verbose, long-winded, and overly descriptive. They
Ok, that was both coherent and exciting, but not
believe that more is more, and the more the merrier.
intriguing. I didn't get a surprise! Where was the
mystery? Where was the suspense? The unknown?!? Generally speaking, a terse style provides just enough
It was missing that certain something that makes you information to get the ball rolling, requiring the GM to
want to turn the page, read the next chapter, and add a certain amount of embellishment to make
find out what happens next. things work. If the GM doesn't mind improvising things
at the table, this is usually the best choice.
Here's an example of how not to do the third. "A book
full of dark magic suddenly appears on the desk of an The verbose style provides all the possible details a
apprentice wizard. Believing it came from a demon GM might need - and then some. If this category
who lives in a nearby tower, the wizard in training sounds too good to be true, that's because a major
gathers up a few adventurers to investigate. They find downside is wading through all the information in
the demon who wanted to seduce the apprentice order to find the essentials needed to run the
into his service. The adventurers kill him." encounter at the table. If you go down this path, be
sure to provide the GM with a section (perhaps in a
It's coherent and it's intriguing, but the only real
different area) that contains just a few of the most
excitement is the battle at the end. How can we
important details to jog his memory about what that
make this elevator pitch more exciting? Maybe one
room, area, or encounter was about.
or more of the wizard's friends were knee-deep in their
own adventure at the local brothel? Perhaps the The last element of style I'm going to discuss is
demon's sworn enemy somehow knows about the aesthetics. Writers have various interests, liking and
apprentice wizard and sends his servants to kill the disliking particular things. Read enough of an author
mage before he can reach the demon's tower? This and you can identify his preferences.

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If you're a beginner, you might not know what your
own adventure writing aesthetics are. I'm sure you like RAILS
things and I'm sure that you know what those things I want to talk briefly on the importance of sandbox
are, but listing them could be a beneficial exercise. adventuring, as opposed to the proverbial railroad. A
railroad takes you to a specific, pre-determined
On a blank piece of paper, list all the things that you
destination. This type of scenario design restricts or
think are awesome. If you're having trouble, confine
ignores something called player agency.
yourself to a single genre or location. On the opposite
side of the page, you can list things you strongly Player agency allows players' decisions to matter.
dislike, too, but that's not as useful since you won't be When players decide and their characters act, those
including things you hate in your adventure and will actions affect some part of the game world. But if
instinctively avoid them. there is no possibility of control, of change, of making
a difference… then PCs are living in a deterministic
Perhaps you favor one-page dungeons, word puzzles,
hell-prison. Fuck that!
ice cream, reptiles, and the color yellow? Maybe you
despise gnomes, love tentacles, prefer low-magic When a GM runs the game, the story must unfold
settings, can't imagine incorporating technology in naturally, organically… the players must choose the
your scenarios, but enjoy exhaustive descriptions with direction because it is their adventure and they are
a backstory for every blade of grass in the field? the protagonists of this story. That choice makes
Those are aesthetic choices already inside of you, roleplaying games interactive in ways that books, TV
waiting to be unleashed. shows, and movies can never be.

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With a sandbox adventure or campaign, there are happen by the end - also including a variety of
interesting things nearby with which to play. The story possible endings.
has yet to be written, therein lies the fun and the
immersion we seek. The following list details the curvature of most scenes,
the natural progression, rise and fall that occurs when
Even though I'm against railroad adventures that lead adventurers start adventuring.
PCs where the GM or scenario designer wants them to
go, I have no problem with guardrails. Guardrails are ● Opening: The opening sets the stage so the
there to provide minimal baseline limits, boundaries story can take place at all. Along with the
and expectations that prevent the adventure from denouement, it frames the scene. Who are
plummeting off the side of a cliff. A sandbox is the characters, where are they, and what are
traditionally set within a box, after all. The box they currently doing?
provides necessary structure, just like guardrails.
● Inciting Incident: What kicked things off? The
For example, the dark elf attack upon the dwarves of seeds of conflict are sown here. One or more
the mountain is imminent. The PCs find out about it problems are introduced and the protagonists
because they've been asking around. Instead of feel compelled to get involved. This is where
doing what you expected, like bolstering the dwarf the PCs get hooked into the adventure -
forces, the PCs decide to meet with the dark elves to you're baiting them with a juicy conflict.
see if a peaceful resolution can be found. From your
notes, you see that the dark elves do not believe in ● Action: The conflict develops until something
peace; however, there's something they want more interesting happens. If events take their
than war with the dwarves - they want a magical ring. natural course, the PCs won't like the end
result, so they are forced to take action.
Based on the above information, the PCs are free to
make any move they wish. As the GM, you are free to ● Climax: There have been minor successes
interpret events as you see fit. Your notes will most and failures along the way, all leading to this -
likely inform the upcoming scenes, allowing for the moment of truth. One way or another,
diplomacy if the adventurers say the right things to the things will be decided. Will the PCs get what
right dark elves. It's like a choose your own adventure they want or won't they?
book, but with an RPG your available choices are
● Denouement: This is what happens when the
many.
dust settles; the aftermath. Things have been
resolved (for now) and everyone can take a
ANATOMY OF AN ADVENTURE breather. Like the opening, the denouement
frames the scene which gives it narrative
Scenes are the building blocks of adventure writing. symmetry.
Every game session should include one or more
scenes, the longer the session, the more scenes are Without determining every
required. This is not set in stone, but if you're just part of a scene ahead of Life is usually a series
making quick hand-written notes, one scene should time (railroading), the of three steps
take up about half a page. If you're typing things out adventure writer should keep forward, one step
with a fair amount of detail, a single scene should fill these five elements of a back. For the sake of
one entire page. That means a short scenario of five scene in mind as the realism (and your
scenes should come out to about 5 pages of text. If adventure proceeds. The sadistic amusement),
you've written several pages but only have one following is the shortest, throw a monkey
scene, you probably over-wrote the damn thing. Trim simplest example of a scene wrench into the
off the unnecessary stuff that isn't absolutely essential. containing all the elements works every session or
mentioned. two. This should
The structure you're going to use to craft an awesome temporarily derail the
scene will be the same basic structure for the entire The PCs are in a tavern PCs' progress.
scenario. Start at the beginning, create plenty of drinking [opening]. Some
options in the middle, and guess at what might dudes show up, and they

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hate the PCs [inciting incident]. Both groups start The secondary conflict is there for added color,
hacking and slashing [action]. The PCs kill the hateful interest, confusion, and/or realism.
bastards [climax]. They order a refreshing, celebratory
ale [denouement]. The End. Secondary conflicts can draw PCs in and may add
another facet to the adventure, but this conflict is less
Your adventurous scene will have more flair, your compelling. For instance, the primary conflict might
conflict will be more compelling, and the stakes will be the destruction of the realm while the secondary
probably be higher, but for the most part that's how conflict is keeping the wizard's tower safe because it
your scenes should look. Follow the basic formula and contains a magical virus. The kingdom's destruction is
your scenes will feel complete and satisfying, even if obviously the most important. The PCs are
complications, detours, false-starts, and PC deaths emotionally invested in wanting to save the realm.
arise. The wizard's tower, being within the realm, is still an
important plot point, but not as crucial as the entire
kingdom. Also, protecting the realm should keep the
STARTING A SCENE wizard's tower from releasing the virus… though, not
necessarily.
There are three things you always want to ask when
crafting a scene…
However, the author can flip the two if he so wishes.
Maybe a PC's sister or lover has already contracted
● Who is involved in the scene?
the magical virus. If the virus in the wizard's tower
● Where does the scene take place? could be used to develop an antidote, then keeping
the tower safe would then be the party's primary
● What is the conflict about? conflict. Perhaps it's also infested with giant vampire
bats? Thus, making the kingdom's safety the
Before we get deeper into scene essentials, let us secondary conflict.
define conflict (verb): to come into collision or
disagreement; be contradictory, at variance, or in Including a tertiary conflict can go either way. If you
opposition; clash. like chaos and a lot of things happening
simultaneously, then go ahead. If you are running a
(noun): a fight, battle, or struggle, especially a one-shot scenario or mini-campaign, then it might be
prolonged struggle; strife; controversy; quarrel; discord best to skip the tertiary conflict. Any more than three
of action, feeling, or effect; antagonism or opposition, small conflicts in a scene and three larger conflicts in
as of interests or principles; incompatibility or an adventure will assuredly bog the entire thing down
interference, as of one idea, desire, event, or activity in confusion.
with another.
For example, the PCs are ordinary spacers relaxing in
a futuristic nightclub. There's a one-armed alien
HEART OF THE SCENE female with orange skin and killer body. She's a bit
At the core of every great scene is conflict, and this tipsy, going from table to table asking if anyone wants
conflict will form the drama and tension that propels to play her in a game of strip q'uay-q'uar. Winner gets
the story forward because the player-characters give 500 credits; which just so happens to be what she
a damn! needs to appease the gangster she owes.

Often, you're only going to have one conflict, though Just after that, two bounty hunters kick in the door,
it may seem to have many aspects. This is called the shouting at everyone, slapping the bartender around,
primary conflict. The primary conflict distinguishes and finally get around to asking the big question -
itself by directly pertaining to the PCs. It's their conflict. where can they find a silver droid that goes by the
name OPP-111?
Occasionally, you'll have a secondary conflict. This
won't be as immediate or crucial to deal with as the The first part - a welcome diversion of gambling, sex,
primary conflict because the stakes won't be as high. and straightening out a gangster - is the secondary
conflict. It's there just in case the PCs want to bite on

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that hook. The proverbial worm isn't that juicy, so we the immediate environment. Examples are provided
assume they could take it or leave it. to illustrate what is meant by each result.

The second part is most likely something the PCs won't MAKING CONFLICT MORE INTERESTING
ignore. Partially because of self-preservation, but also
because their collective egos won't allow them to sit Roll Result
idly by while random NPCs waltz into the nightclub
1 They are something unusual: Humans with
rudely demanding answers. Additionally, there's a bit
blue skin.
of mystery there and the possibility of future profit. In
other words, it has all the hallmarks of a compelling 2 They have something unusual: Humans
conflict. wearing bronze draconic medallions.
3 They know something unusual: Their leader
I could have added a third thing in the same scene, smiles and nods as the meteor crashes into
like an intelligent orangutan with blue fur swinging the lake.
from the nightclub's rafters, showing off his shiny aqua-
4 They say something unusual: The humans
blue crystal, just a tiny portion of a much larger
treasure located within the demon's mouth (a cave in speak only the demon tongue.
the side of an active volcano). But if I had tried to go 5 They do something unusual: One of the
for a fourth, the scenario humans rips the head off a bird and eats it.
would have looked too hook 6 The environment contains something
It's such an old, tired happy and players would be
unusual: As the strangers are met, the moon
cliché that I decided questioning if the orangutan
becomes blood red before your very eyes.
to put it in a fucking was orange or if the bounty
sidebar: Show, don't 7 The environment is something unusual: Each
hunters were holding the
tell. Have the PCs aqua crystal. Don't stone of the dungeon came from the quarry
watch the crime lord indiscriminately push conflicts next to where the lich is buried and rumored
slice a man's arm off at the PCs one after another to be cursed. Consequently, all spells cast in
while laughing, in the same scene. I advise the dungeon go through a "necromancy
rather than an NPC presenting conflicts as a filter."
describe him as constant drip (every 30 8 Roll Twice!
"sadistic." minutes or so) rather than a
Ok, you've located the source of strangeness, what
deluge.
now? This next random table attempts to pinpoint the
nature of that unusual thing. Again, singular examples
ONE STEP BEYOND are provided to give you a general idea.

So, you've introduced conflict into the scene. That's

‘Where can
good, but now let's make things more interesting by
adding another layer. This may complicate the
conflict and should elevate it with an air of mystery.
Even if it's just a temporary unknown, as opposed to
prevailing weirdness, mystery is important because it
they find a
makes people want to know more.
silver droid
that goes by
Generally speaking, you want PCs to do more than
draw weapons and start fighting - you want them to
speculate, engage, interact, theorize, cogitate,
second-guess, scheme, and apprehensively poke at
whatever it is you've presented to them.
the name
In the following random table, we're specifically OPP-111?’
talking about NPCs… with the last results focused on

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UNUSUAL the world go round. Remember that scene early on in
the film Excalibur (the 1981 John Boorman version)
Roll Result where Uther sees Guinevere dancing for the first time?
That's the kind of fiery lust I'm talking about.
1 Dangerous or harmful: This tribe of orcs wield
oversized, wicked-looking meat cleavers. Obviously, it doesn't have to be sexual in nature. An
2 Never seen before; unknown: The orcs carry inferno of strong feelings can blaze when it comes to
a head on a pike, but it's the head of a seeking revenge. According to Nietzsche, the will to
species that is alien to this planet. power is humanity's main driving force. Every PC
should have a motivation for adventuring. If you have
3 Valuable or important: One of the orcs in
trouble coming up with some, there's a d8 random
the back is dragging a large sack jingle-
table for determining such motivations in Liberation of
jangling with gold pieces.
the Demon Slayer.
4 Whimsical, humorous, or unorthodox: By the
symbol painted upon their shields, it is
evident these orcs worship the god of justice THE STAKES
and mercy.
Something should be at stake for your adventure to
5 Eldritch or weird: Every time the stranger be truly awesome. What is to be gained or lost? In
raises his hand in prayer, terrible visions play other words, why does winning, losing, or
out in the minds of those nearby. accomplishing the goal matter? Whatever it is, it has
6 Roll Twice! to matter to the characters. If the PCs don't believe
the stakes are high, then it won't matter as much to
them.

UPPING THE ANTE Let's say the PCs are motivated by wealth. They want
gold and they want it now! Why? After some digging
Compelling conflicts are
(perhaps a nosy NPC who keeps asking penetrating
Here's another pearl attainable when PCs care
questions), the GM learns that they want gold in order
of wisdom you've deeply about what is going
to raise an army to defeat the Crimson Emperor. Why
probably heard a on. As Benjamin Linus (if
do they want to defeat him? Because the Crimson
thousand times: you've never seen the TV
Emperor stole a magic sword from them, ruining their
Know your players! show Lost, do yourself a favor
chances to become heroes of the realm.
Understanding them and watch it) said about
can only help you manipulation - find out what But what do you do if this is the first or second session
craft an engaging a person is emotionally and none of the PCs have a backstory beyond a
scene. And if you invested in and use that as vague fondness for gold and jewels? You make it
don't know your leverage. personal and go for the big three: try to kill the PCs,
players, then know try to steal their stuff, or try to insult their pride.
Tie the conflict into their
thyself.
background. Oh, you said If the PCs are walking down the corridor of a space
that your character was the station and some pleasure droid assassin drops down
second cousin of a disgraced prince? It just so from the ceiling and starts blasting holes in every
happens that an NPC shows up with knowledge that Federation citizen it sees, that's going to get the PCs'
could clear your family name. But the NPC is thrown attention. For the sake of self-preservation, the PCs
into prison before he can share his information. That'll will want to know where this assassin came from and
work because the conflict is rooted in who the PC is why they might be targeted.
and what he wants.
If a galactic senator drains the PCs' checking account
However, clearing the family name doesn't have that because he feels they did a sloppy job infiltrating the
primordial instinct that moves mountains. I'm talking Yuko-baan, the PCs are now paying attention. They
about that uncontrollable feeling of passion that won't appreciate that asshole senator stealing their
forces your hand. These are base drives that make hard earned credits. Action must be taken!

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What about PCs entering a space cantina? They scene of the movie is the same as the best scene of
order some drinks and the bartender urinates in your adventure. So, all you have to do is determine
several mugs and sets them on the bar, expecting the which scene is the most awesome and feature it in the
adventurers to partake - an alien laughs so hard he trailer.
nearly falls off his barstool. Now, the PCs have a
reason to kick ass! Would you see the movie of your scenario based on
that trailer? That's the only question that matters at
If you haven't noticed, all these scifi themed plot- this point in the process. Be objective because
points would go down well in Alpha Blue. It's the scrapping the project at the beginning could save
money-shot of space opera RPGs! you dozens of hours - maybe even hundreds, if it's a
lengthy campaign… once you factor in art, layout,
playtesting, etc.
THE TRAILER TEST
If you don't have at least one scene that's "trailer
Here's how to tell if you're onto something… ask material," fold your shitty cards and move on to the
yourself if the scenario concept you're toying with is next hand. But if you do have one or more scenes
awesome. Imagine that a world-class director is going that are "camera ready" and worthy of featuring in
to shoot your adventure as a movie. Like every movie, the trailer, then it's time to greenlight this project and
it needs advertising to show people what it's about, to develop the not-so-awesome scenes until they're
get people excited and build a ticket-buying ready to shine. If you have so many awesome scenes
audience. The movie needs a trailer! that you just can't decide which one to feature in the
imaginary trailer, then don't let this project get away -
The trailer will be made up of highlights from the
stick to it and don't give up.
movie, but will focus on the best scene. The best

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scene. Additionally, these moments should be
THE HOLY TRINITY ephemeral. If they drag on too long, it's going to get
I assume you've heard of the three pillars of boring. Either break them up into smaller pieces
adventuring codified in 5th edition and mentioned in spaced throughout the scenario or build a scene
How to Game Master like a Fucking Boss. Those pillars around them.
are interaction, exploration, and combat. With
interaction, you socialize with other characters. With
exploration, you travel to places you've never seen THE CALLBACK
before and investigate. With combat, you fight and Great comedians and storytellers do this and so
kill monsters. should you!

Neglecting any of these pillars will weaken your A callback is when you reference something that was
adventuring structure. You don't want a weak game, said or that happened earlier. This technique will tie
you want a strong one! As the Game Master, you your adventure together, making events seem less
should provide opportunities for interaction, random and part of a greater whole.
exploration, and combat in every session.
The story element that's referenced should be relevant
Rolling on the following random table isn't necessary, to what's happening now. Let's say that snake-men
but it may help you focus on one or more of the three were rumored to be engaged in magical experiments
pillars during a scene. within those nearby caves at the beginning of the
adventure.
LAW OF THREE
Now that the PCs are exploring said caves, they find
Roll Result large glass tubes containing preserving liquid and
1 Interaction unnatural, malformed hybrid creatures.

2 Exploration An hour later, the PCs might hear whispered voices


3 Combat that sound like hissing - and that leads them to an
4 Roll twice and combine results! encounter with snake-men and their giant scorpion
with tentacles.

At the tail end of the scenario, a drunken peasant


BETWIXT YOUR SCENES bumps into one of the PCs. The adventurer
recognizes the peasant - he's the one who told him of
Even though I've been harping on scenes, there will
the snake-men rumor. "Did you find them… those
be times in-between them. Those small parts of
snake-men sorcerers? Look at what those bastards
adventuring are called moments. Moments operate
did to me," he slurs, pointing to the top of his head
between scenes and do not contain any conflict.
where everyone can see there's a small gash that
couldn't possibly be the fault of subterranean serpent
At some point in the scenario, you're going to have a
folk. "Deformed, I am!"
"breather" - a space within the scenario where
everyone can relax for a minute and decompress.
Adventure writers can create immersion by calling
Maybe an NPC needs to deliver his exposition or the
back to things that happened previously. If there's a
PCs investigate an empty room or they watch as
lull in the adventure, think of a way to incorporate
some desert lizard eats a smaller lizard and then buries
something from before in the upcoming scene. Any
itself in the sand. These are moments. In and of
little detail that references the past will do. Callbacks
themselves, they aren't very significant. However,
add layers and depth - they make a big difference.
doing away with them is a mistake because they
reduce anxiety and stress in order to raise them up
again in the next scene.

How often should you insert moments into the


adventure? No more than one or two between each

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DIVING INTO THE COMMODE FREDDY
The following dialog is from one of my favorite movies, What?
Reservoir Dogs. Game Mastering is not the same as
acting or being an undercover cop, but there are HOLDAWAY
similarities. Thankfully, GMs can look at their notes, so Something funny that happened to
memorization is not required. But a fair amount will you while you were doing a fucking job, man.
come from you. You'll have to make the scenario
your own. If you can't be prepared, then you've got FREDDY
to improvise. I gotta memorize all this shit?

As you'll see (and probably already know), details are HOLDAWAY


important. But don't throw the baby out with the It's like a joke. You memorize what's important and
bathwater! Too many details, meaning both overly- the rest you make your own. You can tell a joke, can't
specific and continuously throwing out general, non- you?
crucial information is bad. A successful author/GM
can effectively describe something with a few FREDDY
poignant details and swiftly move on to the next Nope.
important thing - giving the PCs meaningful choices
that lead straight to the action!
HOLDAWAY
Pretend you're Don Rickles or some fucking body and
The more you run a specific scenario, the easier it'll be.
tell a joke, alright?
In order to stave off boredom, throw new twists and
turns into the mix.
FREDDY
FREDDY Alright.
What's the commode story?
HOLDAWAY
HOLDAWAY The things you gotta remember are
It's a scene, man. Memorize it. the details. It's the details
that sell your story. Now this
FREDDY story takes place in this men's
What? room. So, you gotta know the
details about this men's room.
HOLDAWAY You gotta know they got a blower
An undercover cop has got to be instead of a towel to dry your
Marlon Brando. To do this job you hands. You gotta know if the stalls
got to be a great actor. You got ain't got no doors. You gotta
to be naturalistic. You got to be know whether they got liquid soap or
naturalistic as hell. If you that pink, granulated shit they used in high school. You
ain't a great actor you're a bad gotta know if they got hot water or not, if it stinks… if
actor, and bad acting is bullshit some nasty, lowlife scum-ridden motherfucker sprayed
in this job. diarrhea all over one of the bowls. You gotta know
every detail there is to know about this commode. So,
FREDDY what you gotta do is take all them details and make
(referring to the papers) them your own. And while you're doing that, you
But what is this? gotta remember that this story is about you… and
how you perceived the events that went down. And
the only way to do that, motherfucker, is to keep sayin
HOLDAWAY
it and saying it, sayin it, sayin it, and sayin it.
It's an amusing anecdote about a
drug deal.

11
CREDITS
Adventure Writing like a Fucking Boss created by Venger As'Nas Satanis, 2017 ©

Layout by Glynn Seal of MonkeyBlood Design

Cover Art by HELMUTT

Interior Art by Bojan Sucevic and Monstark

Special Thanks goes out to Zakero

Visit my RPG websites:

http://vengersatanis.blogspot.com/ and
http://draconicmagazine.com/

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