Professional Documents
Culture Documents
A d ve n tu r
T h
C re ati o n
Handbook
e
REVISED
Credits
Author: Cherie “Jade” Arbuckle
Editor: Gretchen Romilly Mueller rpgGM.com
Book Design and Layout: Cherie Arbuckle 1421 Broad St. #345
Cover Artist: NJ Huff Fuquay-Varina, NC 27526
Cover Design: Cherie Arbuckle http://www.rpggm.com/
Chapter 1 Chapter 3
Develop Your Idea . . . . . . . . . . . 1 Build Adventure Events . . . . . 21
Idea 1: Pick Your Players’ Brains. . . . . . . 1 Step 4: Look for Events . . . . . . . . . . . . . . 21
Check Character Backgrounds. . . . . . . . . . . . . . . 1 Convention Games. . . . . . . . . . . . . . . . . . . . . . . . . 22
Listen to Player Conversations. . . . . . . . . . . . . . . . 2 The Event Tree. . . . . . . . . . . . . . . . . . . . . 22
Idea 2: Use an Idea Map . . . . . . . . . . . . . 2 Creating an Event Tree. . . . . . . . . . . . . . . . . . . . . 22
Sample Adventure Idea. . . . . . . . . . . . . . . . . . . . . . 3 Beg, Borrow & Steal. . . . . . . . . . . . . . . . . . . . . . . . 23
Idea 3: Limit Your Choices. . . . . . . . . . . . 4 Step 5: The Adventure Outline. . . . . . . 24
Terminology. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Keep Only the Good Ones. . . . . . . . . . . . . . . . . . 24
What Do Your Players Want?. . . . . . . . . . 6 It’s a Matter of Time. . . . . . . . . . . . . . . . . . . . . . . . 25
If You Hate It, They Will Too. . . . . . . . . . . 7 It’s a Matter of Place. . . . . . . . . . . . . . . . . . . . . . . 25
Player Types. . . . . . . . . . . . . . . . . . . . . . . . 8 Writing the Outline or Flowchart . . . . . . . . . . . . 25
Mechanics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Terminology. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
Combat Mongers . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Solvers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Chapter 4
Character Actors. . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Write the Adventure . . . . . . . . 29
Storytellers. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 The Beginning. . . . . . . . . . . . . . . . . . . . . 29
Socialites. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 The Middle . . . . . . . . . . . . . . . . . . . . . . . . 30
The Climax. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Chapter 2 The End. . . . . . . . . . . . . . . . . . . . . . . . . . . 31
Ask and Answer Questions. . . 11 The Next Step. . . . . . . . . . . . . . . . . . . . . . 32
Step Two: Ask Questions. . . . . . . . . . . . 11
Step 3: Answer Questions. . . . . . . . . . . 11 Chapter 5
Worksheet Question Explanations . . . 12 Running the Adventure . . . . . 33
The Basics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 You Wrote the Adventure, Let the Play-
Concepts. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 ers Write the tory. . . . . . . . . . . . . . . . . . . 33
Plot Archetypes. . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 Take Notes. . . . . . . . . . . . . . . . . . . . . . . . 34
The Adventure Creation Handbook, Revised iii
©2013 by Cherie D. Arbuckle, All rights reserved
Contents
Appendix A:
Menu Adventures. . . . . . . . . . 36
Appendix B:
Using Adventure Seeds. . . . . . 38
Appendix C:
About rpgGM.com. . . . . . . . . . 39
Our Mission. . . . . . . . . . . . . . . . . . . . . . . . 39
Jade’s Story. . . . . . . . . . . . . . . . . . . . . . . . . 39
Product Support. . . . . . . . . . . . . . . . . . . . 39
More from rpgGM.com. . . . . . . . . . . . . 40
Appendix D:
Adventure Worksheet. . . . . ws-1
The Basics. . . . . . . . . . . . . . . . . . . . . . . ws-1
Concepts. . . . . . . . . . . . . . . . . . . . . . . . ws-1
Who. . . . . . . . . . . . . . . . . . . . . . . . . . . . ws-1
What. . . . . . . . . . . . . . . . . . . . . . . . . . . . ws-2
When. . . . . . . . . . . . . . . . . . . . . . . . . . . ws-2
Where . . . . . . . . . . . . . . . . . . . . . . . . . . ws-3
Why . . . . . . . . . . . . . . . . . . . . . . . . . . . . ws-3
How . . . . . . . . . . . . . . . . . . . . . . . . . . . . ws-4
Plot Details. . . . . . . . . . . . . . . . . . . . . . ws-4
Notes. . . . . . . . . . . . . . . . . . . . . . . . . . . ws-5
Plot Outline . . . . . . . . . . . . . . . . . . . . . ws-7
Appendix E:
Adventure Checklist. . . . . . ws-9
i
Introduction
Y
ou can write adventures. This book will turn to lists of “Adventure Seeds”. I’d find a intrigu-
show you how. ing idea and sit down to write the adventure from it,
I wrote this book to solve a problem. I love only to draw a blank. The idea would always sound
creating new game settings, interesting NPCs, rich cool, but I could never figure out how to translate
and complex game backgrounds, but one thing that idea into an actual adventure. I’d find myself
always stumped me: how to write adventures that thinking: okay, but what actually happens?
my players would enjoy. So, despite my
In my earliest GMing increasing frustration,
years, I stuck to published Terminology
adventures. The problem Adventure seed: a basic idea for a GM
I stuck with reworked
modules for several
was, most of these needed to build an adventure from years until I began run-
.
extensive rewriting to make ning both the Amber
them fit my campaigns; Diceless Roleplaying
usually the rewards were too large, the mix of Game and White Wolf’s World of Darkness. Sud-
encounter types didn’t fit my PCs, or the modules denly I found myself in a situation where there
contained elements that simply didn’t make sense. were few (if any) printed adventures for these
Still, it was better than not having anything for my games and they simply didn’t work for my game at
players to do on Tuesday nights. all. I had to come up with something original, but I
I’d think Surely I can do better. But when I’d still couldn’t get beyond the blank page.
try to write something, I’d find myself staring at What I did get was a marvelous group of players.
a blank page for hours on end. I could come up I could throw them an idea to and they’d take off
with a basic idea, interesting NPCs, and an idea of and run with it. All I had to do was keep up. Run-
where it all fit in the game world. What I couldn’t ning those games taught me how to GM well on the
come up with was what the PCs would actually do— fly. But while I got very good at improvising NPCs
what sequence of events and monsters they would and determining the outcomes of PCs’ actions off–
encounter during the adventure. In desperation, I’d the–cuff, I didn’t get any better at creating events
and encounters. My GMing improved, but my it was different from the previous one. This wasn’t
adventure-writing skills didn’t. My players created a system for churning out formulaic “cookie cutter”
the adventures; I just tagged along for the ride. adventures, but something that produced scenarios
Trouble came when a job situation forced me to my players found intriguing and engaging. This
move to a new area away from my wonderful play- book is that method.
ers. I joined a group in my new area, but when I There are many ways to write adventures. This-
tried to run games the way method (I call it the “6 W’s”)
I usually did, my games fell is just one of them. It maps
completely flat.
“...with a pinch of practice out a path that guides you
My new group of play- and a dash of inspiration, through the process of cre-
ers needed more guidance. you can cook up an ating a customized adven-
They wanted the GM to pro- adventure your players will ture for any genre, any game
vide them with a sequence system. It takes you through
of planned encounters,
talk about long after it’s the entire adventure cre-
something I was terrible over.” ation process, from gener-
at. Around the same time, I ating an idea, to outlining
began running games at conventions. Convention the sequence of events. The method described here
games need to be planned from beginning to end, is only a set of tools: change, modify, delete, fold,
especially if they’re introducing people to a new spindle, mutilate to make them work for you. You
game system. have my blessing — and encouragement — to adapt
In desperation, I started looking at how adven- these tools so they work for you.
tures were built. I took notes and analyzed games And if you find yourself stuck along the way,
I particularly enjoyed. I started reading books on rpgGM.com offers three ways to help:
plotting fiction and screenplays. I broke movies and 1. A webpage on the rpgGM.com website ded-
TV shows down into their sequences of events. icated to this book. There you can leave comments
Slowly, piece-by-piece, I put together a method and share ideas. I stop by the page periodically, so
for writing adventures that worked. The total meth- if you have any questions about this book or its
od finally came together when I stumbled across a methods and ideas, you can post them there and I’ll
beginning writing book that stressed the 6 “W’s”: try to answer them. And if I can’t give you answer,
who, what, where, when, why, and how. I realized it’s possible someone else can. The page is Adven-
that if I applied those questions to an adventure ture Creation Handbook (http://www.rpggm.com/
idea, the answers would give me everything I need products/adventure-creation-handbook/).
to write an original, custom-designed adventure. 2. Free updates whenever this material is
The method worked. It worked when creat- rewritten. Appendix C covers this in detail, start-
ing convention adventures; it worked when creat- ing on page 39.
ing adventures for on-going campaigns. It worked 3. A downloadable example of the process. In
with experienced groups and groups of brand-new seven to ten working days after buying this book,
players. Best of all, each adventure I created with you should receive a link to download a step-by-
step example of an adventure made using this pro- tice and a dash of inspiration, you can cook up an
cess. If not, please email jade@rpggm.com and I’ll adventure your players will talk about long after
be happy to send one to you. it’s over.
1 1
Chapter
Develop Your Idea
W
hat’s the hardest part of writing an of them flee an unwanted marriage? Think about
adventure? For many GMs, it’s coming up what a jilted suitor might do to save face and/or
with the original idea. You’ve heard the old find his “lost love.” Did another escape the law?
saws: “Ideas are everywhere, you just have to look Note ways the law might pursue her. Does a PC
for them,” “Write what you know,” “There are only have relatives back home? A million things might
seven main plots; it’s all in how you use them,” etc. happen to them while the character is gone.
While all of these harbor kernels of truth, they’re Building an adventure on something from a
not helpful when it’s Tuesday afternoon and your character’s history instantly hooks that PC into the
players will be knocking on your door in a few hours. adventure, but it can put off the rest of the party
You need concrete advice and you need it fast. who have no connection to the idea. With a little
thought — and possibly the use of an idea map (see
Idea 1: Pick Your pg. 2) — you can often find a way to connect the
PCs during the campaign. If you focus on each descriptive the word, the better your map will work.
character equally, the other PCs (and players) will However, don’t waste time fretting over finding the
be more willing to help other characters achieve perfect word. Just get a word on paper; even if its
their personal goals, knowing that their time to simply the word adventure.
shine is coming up. Once you’ve written your starting word (or
phrase), draw a circle around it:
Listen to Player Conversations
In addition to mining your PCs backgrounds,
listen to your players as they talk about the game.
Pay attention as they brainstorm and speculate.
What parts of your game intrigue them? What
ideas do they have about what’s going on? Use Now comes the fun part. Write down the very
your players’ speculations to fill in plot holes of an next thing that comes into your mind, even if it
adventure you’re currently writing. Or take one of seems completely unrelated to the first one. Don’t
them and build an adventure around it. Frequently, censor your idea — just write it down near the first
your players will have better insights than you do word and circle it:
and will come up with ideas you’d never think of.
Never be afraid to steal (er…borrow) a play-
er’s idea. If one player suggests something more
intriguing than what you’d planned, use it. Like-
wise, if you find yourself stuck without a solution,
present the problem — in game — to your players.
Then choose the solution you like best and run with
it. It’ll make your players feel like geniuses for hav- Next draw a line between the two words, like
ing guessed what you were up to. They don’t need so:
to know the truth about where it came from.
PCs during the campaign. If you focus on each descriptive the word, the better your map will work.
character equally, the other PCs (and players) will However, don’t waste time fretting over finding the
be more willing to help other characters achieve perfect word. Just get a word on paper; even if its
their personal goals, knowing that their time to simply the word adventure.
shine is coming up. Once you’ve written your starting word (or
phrase), draw a circle around it:
Listen to Player Conversations
In addition to mining your PCs backgrounds,
listen to your players as they talk about the game.
Pay attention as they brainstorm and speculate.
What parts of your game intrigue them? What
ideas do they have about what’s going on? Use Now comes the fun part. Write down the very
your players’ speculations to fill in plot holes of an next thing that comes into your mind, even if it
adventure you’re currently writing. Or take one of seems completely unrelated to the first one. Don’t
them and build an adventure around it. Frequently, censor your idea — just write it down near the first
your players will have better insights than you do word and circle it:
and will come up with ideas you’d never think of.
Never be afraid to steal (er…borrow) a play-
er’s idea. If one player suggests something more
intriguing than what you’d planned, use it. Like-
wise, if you find yourself stuck without a solution,
present the problem — in game — to your players.
Then choose the solution you like best and run with
it. It’ll make your players feel like geniuses for hav- Next draw a line between the two words, like
ing guessed what you were up to. They don’t need so:
to know the truth about where it came from.
an adventure-to-be, you can actually increase your no matter how small, that you’d like to incorpo-
creativity and your ideas. Take one rule at a time, rate into the adventure. Perhaps you can create
explore it’s implications, think about the questions an encounter using an NPC from one character’s
it raises, and answer those questions. This can lead background or include an item another PC craves
to many interesting adventures you would never in the adventure’s reward. You may even be able
have thought of otherwise. to expand one of these tidbits of information into
a full adventure involving the entire party.
What Do Your Players Want? You’ll refer back to this list later as you write,
As you brainstorm, think about your players and to make sure you’ve incorporated these items into
their characters. What do your players enjoy most your adventure. After you’ve looked at the charac-
about gaming, individually and collectively? What ter sheets, if you’re still having trouble figuring out
brings them back to the table week after week?. One what your players might want from a game, look at
player may love digging around in political intrigue, the section on Player Types on pg. 8. If you want
while another won’t be happy unless there’s a rol- an even more in-depth description of player types,
licking fight. A character sheet holds a wealth of check out my book The GM’s Field Guide to Play-
detail about what a player likes best. ers, available from the rpgGM.com website, One
But don’t just look at what’s written on a char- Bookshelf sites (Drive-Thru RPG and RPGNow),
acter sheet — look at how it’s written. A player who and Amazon’s Kindle store.
lives for combat will usually list her character’s
weapons in extremely loving detail. A politically- If You Hate It, They Will Too
focused player will give his character lots of peo- These aren’t the only ways to create adventure
ple-related skills, especially in areas like diplomacy. ideas. Use any method that works for you. Exactly
A budding con artist will focus on abilities that how you generate an idea is much less important
involve manipulating others, such as fast-talking or
psi powers that allow her to read minds or control
Player Types
If you’ve been gaming for any length of time, you’ve seen the same types of players in
game after game. Some prefer teasing out the intricacies of a game’s plot, while others
prefer wading through one glorious combat after another, with little interest in any over-
arching story. Some want to explore the depths of their characters’ minds and others are
happiest when confronted with a puzzle or mystery to unlock.
You can find many attempts to break players (rather than characters) into…well…
”classes”. Some writers break players down into as few as three types, others as many as
seventeen. Besides being fodder for on-line quizzes or after-game discussions, typing your
players can help you write better adventures. Players tend to be a blend of multiple types,
but figuring out which category your players fall into most of the time can help you write
adventures your players will savor.
Based on information from several sources and from my own experience as a player
and GM, I’ve developed my own list of six basic player types. If you find other classifications
more helpful, by all means, use them. I’ve listed a few sources of player types lists in the
box on page 6.
Mechanics
Also known as “power gamers,” ”min-maxers,” or “rules lawyers,” Mechanics often have
a bad reputation. But their style of gaming is no less valid than, say, the Character Actors’
or the Solvers’ style. Mechanics love kicking butt, whether in combat or at skill challenges.
While often similar to the Combat Monster (next page), in that they generally love a good
fight, the Mechanic wants it to be a fight he can win.
Mechanics tend to spend hours pouring over the details of a rules system to find the
best combination of bonuses to make their characters as powerful as possible. If you need
to remember the armor class bonus of lying prone in the middle of a corn field on a moon-
less night during a hurricane against a barrage of crossbow fire, ask your resident Mechan-
ic. And he’s usually quick to correct you if you mis-add or forget a possible modifier. He’s
likely calculated the difficulty of any particular task before you have.
Some Mechanics become dissatisfied with merely manipulating a rules system. These
are the players who will present you with “improved” combat rules that include, say, spear-
fighting, with modifiers based on what kind of wood the shaft is made of and how the
character is gripping it. Though dealing with these rules “suggestions” can tax your diplo-
macy skills, Mechanics can be useful players have around when you do need someone who
actually understands those esoteric grappling rules
.
8 The Adventure Creation Handbook, Revised
©2013 by Cherie D. Arbuckle, All rights reserved
Player Types
Combat Mongers
These are the players who live for combat. Give them an adventure that’s simply one
slug-fest after another and they’ll happily roll dice round after round, even if it means their
character goes down in a glorious defeat. Of course, Combat Mongers prefer to win (they’ll
often consult Mechanics to generate with the most combat-effective character possible),
but even if they lose, they’ll count it a successful night’s gaming, as long as they go down
“fighting the good fight.”
Combat Mongers can plan as well as Solvers (below), though they usually act sponta-
neously. If you don’t provide her with a good fight, a Combat Monger will happily start one
of her own. They tend to be competitive and may get into arguments with other players if
not fed a steady diet of action. Most Combat Mongers would rather resolve non-combat
encounters by rolling dice than by roleplaying.
Solvers
These players love to plan. Nothing engages them more than a puzzle they need to
solve. If the party gets wind of an invading army, by the time the Combat Mongers have fin-
ished purchasing their extensive weapon list, the Solvers will have detailed a defense plan
that will completely negate the war before it even begins. To them, a game is a conundrum
to be puzzled out and solved. Whether it’s figuring out why the King’s son has suddenly
developed total amnesia or breaking the 200-year-old wizard’s cypher that protects a valu-
able hoard, the Solver is your go-to guy.
Solvers tend to have heads for minutiae and can keep track of amazing numbers of
facts and clues. Drop information that the Antarean shuttle pilot has a pink label stuck to
the sole of his boot, the Solver will remember it twenty sessions later when the party discov-
ers that Kelarian beer shipments (which have pink labels) have been disappearing from
major trade routes. Use this ability: your game will be more internally consistent and your
resident Solver will feel important and needed.
Character Actors
While Solvers want to figure out solutions, Character Actors want to figure out peo-
ple — especially their own characters. There are many types of Character Actors. Some like
to play the same type of characters over and over (such as the player who only plays elves),
some like to recreate their favorite movie heroes or book protagonists, others like to create
the most tortured souls possible, and still others just like to “crawl into the heads” of their
characters and be someone else for a while.
Most of these Character Actors will thoroughly enjoy a game session where their dice
didn’t even come out of their bags, as long as there was plenty of character interaction,
both with NPCs and other PCs. Give a Character Actor an opportunity to explore her char-
acter’s psyche and history and she’ll reward you with rich background details for your world
that you don’t have time to create, but will make your game setting more real to all your
players.
Storytellers
Storytellers are all about the plot. They may seem like Character Actors at first blush,
but while Character Actors will happily roleplay one individual encounter after another,
Storytellers want to know how these encounters connect together and what they mean in
the context of the game’s storyline. They see a campaign like the plot of a movie or book
and expect the game to have a beginning, a middle, and an end.
A Storyteller wants individual encounters and events to make sense and will do his best
to connect them into a single narrative, even if you didn’t intend them to. Like Solvers, Sto-
rytellers often remember huge amounts narrative details. The Storyteller will be the player
who remembers the casual comment about the weather in East Moldovia made by the
West Moldovian ambassador five game sessions ago, when that same ambassador claims
he’s never been to East Moldovia. Use this memory — the Storyteller will save you hours of
flipping back through your notes.
Socialites
There’s usually one in every group: the player that isn’t really there to play, she just
wants to hang out with her friends. Sometimes she’s the joker who simply can’t take any-
thing seriously, other times he’s the wallflower who will go along with anything the party
wants to do, as long as he doesn’t have to take center stage.
Socialites aren’t necessarily new players who are still trying to get a handle on this
“roleplaying thing” (though they might be). They may have been playing for years, always
in the shadows, often paying more attention to the contents of your book shelves than
to the game itself. The Socialite just wants to hang out with her friends and since those
friends like to game…here she is. Usually you don’t have to worry much about these play-
ers — just let them maintain their backseat position and they’ll be happy.
Make sure, however, that you’re actually dealing with true Socialite, rather than a con-
fused or new player of another type, by offering as much help as the player seems to need.
If she gratefully accepts your help, she’s not a Socialite; a true Socialite will tend to resist
offered aid
.
10 The Adventure Creation Handbook, Revised
©2013 by Cherie D. Arbuckle, All rights reserved
2
Ask and Answer Questions
N
ow that you have your adventure idea, yet, that’s okay. They’ll come as you work through
you need to ask and answer a series of ques- the next step.
tions. These questions will fill out the “6 w”s
of writing: who, what, when, where, why and how.* Step 3: Answer Questions
Take out the Adventure Creation Worksheet from Here you’re going to answer the questions you
the back of the book (see page ws-1). By following this posed in the last step. You don’t have to answer
chapter step-by-step and filling out the worksheet, you’ll them in the order listed—jump around. Start with
build the foundation of your adventure. the ones you find easiest to answer. If you’ve got
more than one possible answer for a question,
Step Two: Ask Questions write them all down. If you find yourself stuck for
Read over the idea you created in Chapter One an answer, try idea mapping the question that’s
and write down any questions that occur to you. And stumping you. Often you’ll find that the answer to
I do mean any. These questions can be about any part one question will bring up more questions. That’s
of your idea. For example: okay: just keep writing them down and answering
What exactly is the problem the PCs need them.
to solve? As you answer questions, you’ll find an idea
Who’s causing the problem? coming together. It may take three questions to
Where is this problem taking place? reach that point or it may take thirty. That’s okay.
Why is the problem taking place? There’s no magic number here. every adventure
You may already have an idea of how to answer idea will require a different number of questions.
these first questions; If so, write them down. You’re Just keep asking and answering questions until you
still just brainstorming at this stage, so you can go feel you’ve got a good handle on your adventure.
back and change your answers at any time. You’ll
find more questions as you work through the rest *Yes, I know how doesn’t begin with a “w”, but
of this chapter — just add them and any possible the question is needed for completeness, and my
answers to the list. If you don’t have any answers English teachers always included it in the list.
The worksheet has space for you to write your notes, you’ll know where it goes. Some GMs reuse
own questions. If you run out of room, add as many campaigns with different groups. If you rename
blank pages as you need. You’re still brainstorming, your campaign each time you use it, you’ll remem-
so write down everything that occurs to you, even ber which adventure ran with what group of PCs.
if it sounds stupid. Once you’ve run out of your Geographical Location: Where in your
own questions, begin answering the worksheet’s campaign setting does this adventure take place?
preprinted questions. These answers will help you You’re going to have a very different adventure if
flesh out the bare bones of the adventure idea you you set it in a country town than if you set it in arc-
generated in Chapter 1. tic tundra or a huge urban
“Archetypes are particularly city.
Worksheet useful for GMs who have Start Date (real
Question time): This is the real
Explanations a difficult time thinking of world date you started
details and events for their running this adventure.
The Basics adventures: defining your Leave this blank until you
The questions in this
adventure’s archetype can actually begin running it.
section cover basic ideas Start Date (game
that apply to the adven-
provide you with basic plot time): This is the in-
ture as a whole. elements.” game date the adventure
Adventure Name: will take place in. You
Give your adventure a name. Naming your adven- don’t have to set this right now, but it you should
ture helps you remember it later in the campaign. establish it at some point during the adventure cre-
It also then serves as kind of shorthand for what ation. Setting an actual in-game date allows you to
happened during the adventure, something you add time-related elements to your adventure. For
can reference in later campaign notes. You want example, if the game is set near one of the world’s
it to be evocative, but not hard to remember and it holidays, you can add holiday-related details. Little
should reflect something about the adventure. touches like this can make your setting seem more
Don’t worry if the “perfect name” doesn’t come real and help to draw players into the game.
to you right away — it’s better to have a “lame” name If you don’t have a calendar for your game set-
like The Ghost Thief Adventure than no name at all. ting, you can set the date vaguely, like “late summer”
You just need something that will jog your memory or “harvest season.” The time of year you set your
when you see it in your notes. adventure in can suggest seasonal encounters and
Campaign Name: If your campaign has a could even provide clues to your players. For exam-
name, note it here. If you’re like me, you keep all ple, if your game is set during harvest season, but
your game notes as idea fodder for the future. Put- the characters find themselves trudging through an
ting a campaign name on every piece of paper con- early snowstorm, it could just be a freak weather
nected to that campaign will help you organize your phenomenon. Or there could be potent magic or
information. That way, if you find a stray page of
Plot Archetypes
Bug Hunts: The PCs have to hunt down something big, dangerous and nasty, to either cap-
ture or destroy it. Example: Aliens.
Babysitting: Also called “escort missions,” these involve taking someone or something some-
where safely. The classic “escort the princess to this location” adventure falls in this catego-
ry. Example: Stargate (the movie — the troops are there mostly to protect Daniel).
Rescue: The PCs have to find and rescue someone from a highly-guarded and/or secret
location. Example: Die Hard.
Infiltration: The PCs must gain access to a secret and/or heavily-fortified location for a
specific purpose, whether that’s stealing a valuable item or information or planing a bomb.
Examples: Ocean’s Eleven and Mission Impossible.
The Big Con: The PCs have to fool someone in a major way for some reason. The best
example of a big con is The Sting.
Escape: Similar to a rescue, but in this case, the PCs themselves are being held captive and
must get out of where they are. Examples: Escape from L.A., Escape from Alcatraz.
Romance: The classic “star-crossed lovers” story. Example: The Princess Bride.
The Looming Threat: The PCs must destroy a seemingly overwhelming threat to the safety
of themselves, their country/planet/town, or someone they love. Example: Star Wars: A New
Hope.
Weird Tales: Something is not right with world. Strange events are occurring and the PCs
need to find the cause and stop the threat. Usually supernatural adventures fall under this
archetype, unless they fit one of the others better. Close Encounters could be classified as a
“Weird Tales” movie, as the characters try to find the cause of their own strange behavior.
Murder Mystery: The classic “whodunit”. Example: Any Agatha Christie, Sherlock Holmes
movie.
Quest: The players have to locate something or someone that’s difficult to find. The Quest
is usually a long journey that causes the characters to travel to a wide variety of places and
deal with a wide variety of people. Example: Raiders of the Lost Ark or Lord of the Rings
.
technology at work. The curiosity to find out which loosely grouped into types, based on the intended
can pull PCs into the adventure. plot. Some examples of plot archetypes are listed
in the sidebar above, along with some movie exam-
Concepts ples.
Adventure Archetype: This is a loose con- Of course, there are many more story arche-
cept and many GMs skip it. Most adventures can be types than I’ve listed. These are just some sug-
“against type,” such as a humorous Looming Threat An adventure doesn’t need subplots, but they can
(like Ghostbusters) or a creepy Romance. add depth and interest. Subplots can focus on a
Adventure Idea: Here’s where you summarize single character or can allow you to add ideas that
the adventure idea you created in Step One. Writing aren’t robust enough to carry an entire adventure
your idea down helps you stay on track while plan- by themselves. Romance, for example, often works
ning your adventure. If you find yourself creating best as a subplot.
a lengthy, complicated event or encounter, go back Watch for a tendency to add too many subplots.
to your adventure idea. Does this encounter fit Numerous side plots can confuse your players and
with your basic idea? It’s surprisingly easy to get make them lose track of the main plot line. It may
sidetracked and waste hours developing detailed take some experimentation to find the right num-
encounters or plot elements that serve no purpose ber of subplots for your adventure; many GMs find
in your adventure. All GMs have limited preparation that one or two subplots work best. Juggling three
time and you want to spend most of it on crucial or more can make an adventure difficult to run.
adventure elements.
Keep your summary brief. You’re looking at The Six W’s
one or two paragraphs, max. If you can’t summa- The next sections of the worksheet — the 6 “W”
rize your adventure in a handful of sentences, then questions (who, what, when, where, why and
you’re probably trying to accomplish too much. how) — help you flesh out the details of your adven-
Eliminate things from your idea, or break it into ture, taking it from a simple idea to a full-fledged
two (or more) adventures. series of encounters.
Important Subplots: Subplots are a great
way to get players emotionally invested in the
current adventure and to add events that lay the
foundation for adventures further down the road.
for the adventure and should be concrete and ture goal. Secondary goals should be extras, inde-
tangible. At the end of the adventure, the players pendent of the main goal. If the PCs accomplish
should be able to tell if they’ve succeeded or failed them, great. If not, they should still be able to suc-
by whether or not they achieved the adventure’s cessfully finish the adventure.
goal. Good examples of goals are: Key Events: Key events are those events
Recover a stolen that must happen to give
item.
“Deadlines can give your the PCs a chance of suc-
Rescue the crown cessfully completing the
prince and bring
adventure a sense of urgency adventure’s main goal. For
him home safely. and help keep players on example: a rescue mission
Steal an ancient track, making them less likely requires the PCs to find out
artifact.
to take unnecessary side- where the captive is being
Defeat a horrible held, travel to that location,
monster.
trips.” discover what’s preventing
Find a buried the captive from escaping,
treasure. and overcome any guards or obstacles that prevent
Remove a dictator from power. them from reaching the captive, etc.
Secure an exclusive contract to supply What special items do the PCs need to
rare materials to a particular location. complete their goal?: Here’s where you list any
Of course, there’s a nearly infinite number special equipment, spells, or other items the PCs
of goals to choose from. Just make sure the goal will need to succeed. This could be intangibles,
is something the PCs actually have a chance of such as spells and/or powers, as well as actual
accomplishing. physical items.
Write this goal down and make sure that the What maps do you need?: It’s good to have
players (and you) understand it. This may seem list of maps you’ll need to create, so you don’t
obvious, but writing the goal down can help you start running the adventure and suddenly have to
focus your adventure. Too many GMs give the PCs improvise an important location.
goals along the lines of “Trouble…Chicago…fix.” What props do you need?: Props can add
Don’t do this. It’s extremely frustrating for your much to the players’ enjoyment of the game. If you
players; without a clear goal, the PCs are likely to really want to help your players feel immersed in
flounder, uncertain what to do or accomplish—and the adventure, hand them a copy of the map their
they may give up in frustration. characters have just found. Maps aren’t the only
An adventure can have more than one goal, as props you can create — newspaper articles, letters,
long as there’s only one main goal and the rest are travel papers, writs of authority and other such
less important. The success or failure of the adven- items really enhance your game and don’t require
ture should rest on the outcome of the main goal huge investments of time and money. The list of
only. You can use the secondary goals as lead-ins props you can create for your adventure is limited
to other adventures, or to enhance the main adven- only by your available resources.
When Where
Time Frame (Does the adventure have a Starting and Ending Locations: Some
deadline?): Deadlines can give your adventure a adventures, particularly “babysitting” or escort
sense of urgency and help keep players on track, missions, automatically involve travel between at
making them less likely to take unnecessary side- least two locations. They start where the person or
trips. On the other hand, they can cause your PCs thing is and end in the place she or it is going, so
to rush through an adventure, missing important you’ll need to detail at least these two locations. For
details. Your deadline could be a specific date or a other types of adventures, it’s useful to list both the
triggering event, such as “before the next blizzard.” starting and ending locations, so you can describe
Keep in mind, these are in game deadlines, so if them to the PCs.
you’re setting a specific date, use your in–game Even if you don’t know exactly where the
calendar. adventure will end (PCs
What happens
“Your PCs are likely to ask have a habit of changing
if the PCs miss the this during the course of
deadline?: You need to
the question: ‘Why us? Why an adventure), write down
know what will happen were we chosen?’ It’s good the most likely ending spot
if the PCs miss the dead- to have an answer ready for This gives you a place to
line, and what will hap-
them.” default to if the players
pen if they don’t. These don’t change things.
consequences should Starting and ending
really motivate the PCs. The rewards for success spots can be sites within a single location. For
should be mouthwatering and the consequences of example, your adventure may take place in a single
failure truly awful. Make these things your players town, but it starts in the local tavern and ends in the
will find compelling, otherwise your deadline may wedding chapel. By listing them here, you can help
be greeted with a yawn. And if the PCs miss the ensure you actually detail those two locations.
deadline, you have to follow through with the con- Other Important Locations: Make a list of
sequences or your players will never take another other locations that will be important to the adven-
deadline seriously. ture, so you don’t suddenly discover you forgot to
What season does the adventure take map out the catacombs beneath the village.
place in?: Determining the season allows you to What information do the PCs need to
add seasonal elements or obstacles to your adven- know about these locations?: Jot down the
ture, such as winter ice or summer hurricanes. essential features of each of your important loca-
Seasons can also give the PCs clues. If the PCs get tions. That way, you know what aspects of a loca-
trapped in a blizzard in the winter, that’s to be tion you need to develop, in case you run short
expected; if they get trapped in a blizzard during on preparation time. Worry about creating other
the summer, they’ll know something very strange details when you have time for them. You may find
is going on. you need to improvise a location’s description; hav-
ing a list of essential features will help keep you piece value. Sometimes, information or favors can
from omitting something important. be more valuable than gold, credits, gems. The
rewards should fit the adventure — it helps to think
Why of the reason each reward would be available or
Why does this adventure need to hap- offered.
pen? It’s useful to think about how each adventure What are the consequences of failure?
fits into the larger campaign story, if there is one. Failure should always have a consequence, even
Do the PCs need to clear their good name to avoid if it’s just the loss of a rich treasure. Like success
jail or do they need something interesting to do rewards, failure consequences should make sense
during a vacation? You don’t need to answer this, in the context of the adventure. The best thing
but it can add a sense of depth to your game. about PC failure is that you can use it as a spring-
Why are the PCs the ones to do it? Your board to another adventure.
PCs are likely to ask the question: “Why us? Why
were we chosen?” It’s good to have an answer ready
for them. Why do the PCs need to undertake this
adventure, instead of (for example) the king’s
guards?
Why would the PCs undertake this adven-
ture? What will your PCs get out of this adventure,
both individually and as a party? If your PCs are
all classic heroes or “good guys” who feel it’s their
duty to fix the troubles of anyone they come across,
you don’t really need to answer this question. But
most parties aren’t so altruistic — they want more
personal reasons to participate. If the previous
question answers “Why were we chosen?”, this one
answers “What’s in it for us?”
What are the rewards for success? This
question and the next are listed in the Why section
because they go hand-in-hand with the previous
two questions — they provide reasons for the PCs
to undertake this adventure. List all the tangible
(gold, magic items, etc.) and intangible (increased
prestige, favor with a powerful noble, etc.) benefits
the PCs can gain from this adventure.
Listing all the possible rewards makes it easier
for you to tell if you’re being too stingy or too gen-
erous. Remember that not all rewards need a gold
Y
ou could say an adventure is a series take the rest of your key events and list them in an
of connected events or encounters. This is order that makes sense to you. Don’t worry about
the part many GMs have trouble with. You getting it “right” — you’re likely to change the order
can develop intriguing background information, as you write the adventure. If you’re writing your
engaging NPCs and a panoramic setting, but if you list on a sheet of paper, leave a fair amount of room
don’t have something for the PCs to do — that is, a between your key events. This will allow you to add
series of planned encounters that lead them from more events between them, if you need to.
the beginning to the end—you don’t have an adven- Now you’re got the beginning of your adven-
ture. In this chapter, you’ll translate your questions ture timeline. Look at each event in order, one at
and answers into a list of events that you’ll use to a time. What needs to happen for the PCs to get to
create the adventure itself in Chapter 4. these events? Write down any ideas you have for
events that will lead to your key events and add
Step 4: Look for Events them to your timeline.
Now that you’ve filled out your Adventure What if you don’t have any ideas for those
Worksheet, it’s time to put those answers to use. lead-in events? Or maybe you do have ideas, but
First things first, you need to create a list of pos- not enough to fill an entire adventure? Now’s the
sible events. How you do it is up to you. Some GMs time to start brainstorming event ideas. Look over
(myself included), find index cards very helpful. your list of key locations. What are the PCs likely
Others prefer to use a sheet of paper or a word- to encounter at those locations? Think about when
processing file. your adventure takes place: what weather or sea-
Start with your list of key events—they’re the sonal events could happen?
backbone of your adventure. Write each key event Go back over the answers on your Adventure
on it’s own index card or its own line, if you’re mak- Worksheet. List any event ideas that come to mind.
ing a single list on paper or in a computer file. List What things are the PCs likely to do, given what
your beginning event first and your ending event you’ve decided about your adventure so far? List
last, leaving plenty of space between them. Then these as well. What information do the PCs need
Convention Games
to know to accomplish the objective? How can the
PCs learn this information? What can they do to
discover each piece? List any event ideas that come If you’re creating an adventure for
to mind.You’re brainstorming again, so write down a convention game, you’re not going
every idea that comes to you, no matter how stupid to know much about your players until
it may appear. There’ll be plenty of time later to they actually show up at your table.
edit out bad ones. So how to you create events they’ll
Try to create a variety of events. Include some enjoy? You create a variety of event
combat events, but also include obstacles the PCs types — roleplaying, combat, puzzle/
can solve through roleplaying and skill challenges. skill challenges, etc. That way, no mat-
Add these to your growing list of possible events. ter what kind of player sits down at your
Most likely, you won’t know where on your table, she’s likely to find something in
timeline to put some of these events. If you’re the adventure she enjoys.
working on index cards, just keep making cards for For more information about creat-
them. You’ll sort them into an order when you get ing convention game, see rpgGM’s How
to outlining your adventure. If you’re working with to Run Your First Convention Game
a list, write these “unordered” events on a separate booklet. It’s available for free when you
sheet of paper or at the bottom of your file. sign up for Beg, Borrow, and Steal, my
Remember that list of things to include for monthly newsletter of quick GM tips.
each player that you created in Chapter 1? Dig it You can sign up at the rpgGM.com
out. Compare the things on this list to the event website (http://www.rpggm.com/)
.
ideas you’ve created so far. Do you have an event
or two for each PC — one that showcases her best
talents? Do you have an event for each player — one Creating an Event Tree
that includes the aspect of gaming he likes best? If Step 1: Start with a blank sheet of paper or new
not, brainstorm more event ideas until you have computer file. In the upper left-hand corner, write
something for everyone, characters and players. the final outcome of the adventure — the adventure
goal on your questionnaire — like so:
The Event Tree
You can use an idea map (see pg. 2) to brain- Ghost
storm events, or you can use an event tree, either rests peace-
with the idea map or on it’s own. An event tree is fully
a flow-chart, outlining the events of your adven-
ture. The advantage of an event tree over an idea
map alone, is that an event tree gives you a step- Step 2: The PCs won’t be able to complete the
by-step plan outlining how the PCs could complete final outcome right now; if they could, you wouldn’t
the adventure. have much of an adventure. They’re going to have
to do something before they can accomplish the
adventure goal. What is that something? The event Step 4: Can the PCs achieve these new actions
that leads directly to that outcome you just wrote at the very beginning of the adventure? If not,
down. There may be a couple (or more) possible repeat step three. Keep repeating step three until
events that could lead the PCs to the final goal. you reach a set of small actions the PCs can accom-
Write those possibe events (actions the PCs could plish at the very beginning of the adventure.
take) in circles connecting to the final outcome: Sometimes you may not know what the PCs
will need to accomplish a specific action. In that
Ghost case, write a question mark, circle it, and connect
rests peace- Discover it to the action in question. There are a couple of
fully reason not ways to handle these unknown actions:
at rest 1. Brainstorm possible actions, perhaps by
using an idea map
2. Leave it blank and hope your PCs will be
Find out very clever and do something unexpected
who ghost
that will lead to the action in question.
was
Use your best judgment. Which method you
choose depends on the creativity of your group and
Step 3: Can your PCs accomplish those actions your comfort level with “winging it” while running
at the very beginning of the adventure? Probably an adventure. Neither way is better than the other;
not. So what do they need to do to get to the actions use what works best for you.
you just wrote down? Write these new actions in
circles and connect them to the circles you created Beg, Borrow & Steal
in step two. There’s a third way to come up with event ideas:
steal them. Taking ideas from another source and
changing them to fit your game is a time-honored
Wishcraft tradition. Think back over games you’ve played in:
are there any encounters or events that stand out
I adapted the event tree from the
flow chart described by Barbara Sher in in your mind? Can you change the details of those
her book Wishcraft. You can download events to make them fit your adventure? Look
the much more detailed information on through some published adventures, either on-line
creating a flow chart at the Wishcraft or in print. Find encounters and events that, with
website (http://wishcraft.com/). The flow- some tweaking, you could use in your own adven-
cart instructions are in Chapter 6 (page ture. Don’t limit yourself to good adventures: even
25). She uses the flow chart as a tool for bad ones can contain some good ideas.
achieving personal goals. After all, what But you don’t need to rely on adventures alone.
are adventures, if not goals set by the Think back over movies and TV shows you’ve seen,
GM for PCs? books you’ve read. What ideas can you steal from
them? When you’re using an idea from another
Now start grouping events. What events logi- the events trigger when the PCs arrive at a particu-
cally belong together? Which events need to come lar location. If they don’t go to that location, those
first? What events are caused by other events? particular events don’t happen. The classic dun-
What events take place in geon crawl is an exam-
the same areas? Shuffle
your cards or paper strips Terminology ple of a location-based
adventure: events and
until you get the events Railroading: forcing players to follow a encounters happen
in an order you like and predetermined course of events or set of when the PCs find them.
that makes sense for your actions. The term comes from the idea If they skip an entire
adventure idea. that the adventure’s events are the like section of rooms, they
the tracks of a railroad and they PCs also skip the events
It’s a Matter are like a train which can only run on that would happen in
of Time the set tracks
.
those rooms.
There are a couple of The advantage of
basic approaches to putting your events in order. this method is that players usually feel they have
One is the timeline approach. In this case, each more freedom of choice. They can explore things
event triggers the next in a specific sequence. Event in any order they choose and if the party splits up
B must come after event A and before event C. This and goes to different locations, each group of PCs
type of adventure has it’s merits and drawbacks. will encounter whatever events are set to take place
On the plus side, it’s easy to keep the PCs moving in their particular area. You don’t have to worry
through the adventure, since each event will tell about keeping each group on the timeline.
the players what to do next. The downside to this approach is if the PCs
On the downside, players often have their own skip a location, they may miss crucial clues. This
ideas of where their characters are going to go, what may make it much harder for them to complete the
they’re going to do, and when they’re going to do it. adventure’s goal. You can overcome this by listing
You’ll need to build some flexibility into your time- two (or even three) possible locations for an event
line, or you’ll find yourself railroading your players. to take place at, depending on where the PCs actu-
No one likes being told that their character has to ally go during the game. Often, you’ll find yourself
do something. With practice, you’ll be able to sub- using a combination of location and timing based
tly guide the PCs through your planned sequence events.
of events, while still making the players feel as if
they’re ones who decided to do what when. Writing the Outline or Flowchart
Now that you’ve settled on your events and
It’s a Matter of Place grouped them together whatever way makes the
Sometimes your list of events don’t seem to most sense, you’re ready to write the adventure
need a specific order; it may make more sense to outline. There are a couple of ways to do this:
group your events by location. In this case, one list in outline form
event doesn’t necessarily trigger another. Instead, draw the adventure as a flow chart.
N
ow that you have your adventure out- altogether. To avoid this, make you’ve built hooks
line or flow chart, you can begin writing into the beginning of your adventure. Hooks are
the adventure in detail. How much detail things that motivate a PC, that grab the players’
depends on how you GM best. If you can run your interests and pull them into the game. They’re the
game from the flowchart itself, that’s great. If not, mouthwatering reasons for undertaking a particu-
there’s nothing wrong with writing everything out, lar adventure that your players find impossible to
as if it was a published adventure. Just be ready to refuse.
jump around between events and sections as your If you listed reasons for your PCs to go on this
players do. adventure in they Why section of your worksheet,
You’ll need to break your adventure up into you’ve got your hooks. Go back over these reasons
three parts: the beginning, the middle and the end. and see how you can “punch them up.” How can
The “Plot Details” section of your worksheet will you make them even more mouthwatering? What
help with this. can you include to make this adventure absolutely
irresistible to your players? Reviewing the player
The Beginning types (pp. 8-9) may help.
Your beginning serves one purpose: to draw The best hooks come from your PCs’ back-
the players into the adventure. You want them to grounds, along with their goals and ambitions.
develop an emotional stake in what’s about to hap- This is one of the best things about writing your
pen. The more emotionally invested a player is in own adventures: you can build hooks for each char-
an adventure, the more motivated he’ll be to play acter into the plot of the adventure itself. With a
it out to the end. But how do you get your players published adventure, you can find yourself need-
emotionally invested? ing to invent convoluted reasons to substitute for
This is where you need to know your players. these personalized hooks. A hook might be rescu-
One of the most embarrassing things that can hap- ing a loved one, or it could be the chance for a PC
pen to a GM is to have his players either totally to clear her name.
ignore his adventure’s opening event or reject it Some of the most effective hooks tie into unfin-
ished business that happened earlier in your cam- outline or flowchart. Often the challenge of writing
paign. Say a party let a villain go free during an the middle encounters is not what should happen
earlier adventure. Or perhaps the villain escaped (you’ve already figured that out), but how it should
their custody. Either way, when the villain emerg- happen.
es for this adventure, the PCs are likely to feel a The middle should challenge the PCs: make
responsibility to set things right. Instant hook, them struggle, but don’t set them up for over-
instant involvement. whelming failure. It
Nothing keeps a play-
“…when the players do have should not be easy...
er more invested in a but it should be possi-
game than a responsi-
an emotionally-wrenching ble. If the PCs are going
bility he takes on vol- experience, you’ll have created an to fail, let their own
untarily. adventure your players will talk actions cause it. Bal-
Keep your begin-
about for years afterwards.” ancing the difficulty of
ning short. It should these middle encoun-
let your players know ters can be tricky, and
things are not as they should be. Start with an is something that only comes with practice.
exciting scene that conveys what’s wrong and gives To really immerse your players in your game,
a idea that it could be fixed by the PCs. You don’t create events that are likely to stir up strong emo-
have spell out the whole adventure goal in the first tions. The more a player’s emotions are involved, the
encounter. In fact, it’s usually more effective to more invested he’ll be in the adventure. Don’t make
just hint at the adventure’s main goal. Curiosity is every event a gut-wrenching tear-jerker (that can
a powerful motivator. exhaust your players and make them lose interest
It’s also important to give the PCs a few hints in your campaign). Just pepper a few intense events
that they are capable of taking on the adventure’s among more light-hearted fare. That way, when the
goal. Without that, you run the risk of your players players do have an emotionally-wrenching experi-
avoiding the adventure out of fear that the problem ence, you’ll have created an adventure your players
is too big for them to handle. If you’re having trou- will talk about for years afterwards.
ble these hints, look back over Adventure Work- How do you engage your players emotionally?
sheet, especially the “Why are the PCs the ones to Look at your adventure hooks. A good adventure
go on this adventure?” section. hook—something that’s really meaningful to their
In a nutshell, your opening event should be character—can grab a player’s emotions from the
immersive, challenging, but not completely over- get-go.
whelming. Another way is give the PCs something they real-
ly want...then take it away. Destroy a favorite item
The Middle or kill a much-loved NPC. Have them encounter a
This is the main section of your adventure. hated villain, then let that villain get away (pref-
It should consist of approximately 80% of your erably with something the PCs really care about).
events and encounters, as mapped out by your Have an NPC rival steal an important victory away
Y
ou’ve written your adventure, double- your finely crafted work and turn it inside out and
and triple-checked everything. You carefully upside down. They’ll shred your carefully laid-out
planned the traps, lovingly balanced encoun- sequence of events and turn it into a plate of tangled
ter ratings to fit the party’s level. You’ve created spaghetti. They’ll insist on exploring unmapped
events tailor made for each of your PCs and their areas. They’ll ascribe motives to your NPCs that
players. You’ve got fiendish traps, challenging but never remotely crossed your mind, make major
not overpowering monsters, engaging roleplaying conflicts out of minor encounters you intended to
encounters — everything is perfect. Now you’re be “local color” and occasionally come to the right
ready for the moment of truth: actually running it. conclusions for all the wrong reasons.
What can you do to prevent this?
You Wrote the Adventure, Nothing.
You can’t stop players from running roughshod
Let the Players Write the Story over your carefully-crafted adventure. Nor should
You may be nervous; that’s normal. You’ve put you try. Let them make a hash of your planned
weeks (or at least days) of work into creating this timeline and follow their lead. You wrote the plot,
adventure. But will your players see this as the let the PCs write the story. They’re the stars of the
labor of love you know it to be? show, after all. They’re the reason the show exists
No. They don’t care that it took you a week to in the first place.
balance the challenge rating of all the monsters. Granted, this is a lot easier said than done,
They don’t care that you spent hours construct- especially if you have problems “winging” it. But
ing traps or researching the effects of cold on the no matter how carefully you planned your adven-
human body for the climatic encounter with the ice ture, there’s going to be some point during it when
wizard. They generally don’t even care if the name you’ll have to improvise. This is another advantag-
under “written by” is yours or Monte Cook’s. They es of writing adventure from scratch: you know it
only care about one thing: is going to be it fun? inside and out, all its whys and wherefores. This
And in the name of fun, your players will take will make it easier for you to adjust it on the fly.
You know what needs to happen and why it needs Take Notes
to happen. You can gently steer the PCs back on As you run the adventure, take notes. What
course. You can drop hints, move important clues actually happens? What do the PCs change? How
to where the PCs will find them, create an NPC on do they solve the central conflict? What unforseen
the spot who will send the characters back to the side roads do they take and how do those roads
main storyline, if you need to. affect the adventure? Do they make it better? Does
If you’re feeling really confident, you can ignore the party do something you might want to incorpo-
your own timeline and rate into the “official” ver-
simply follow your players’ sion of the adventure?
“If you can pull it off, the
collective lead. But sup- Is this an adventure
pose the PCs “take a wrong players will think you’re a you can use again? You
turn at Albuquerque?” and genius. More importantly, probably don’t want to
you’re floundering to keep they’ll think they’re geniuses run it over with the same
up? Go back to the core of group, but you could use it
for having correctly ‘guessed’
the adventure. What is the again with another group.
basic conflict the PCs have your intentions. “ Perhaps you can adapt it
to resolve? How can they for a convention game or
accomplish that goal from where they are now? You for an open gaming night at your local game store.
may be able to shuffle around some events in your Could you use it to introduce new players to a game
adventure or reorganize the timeline. You may find system or setting? Or do you just want to burn the
yourself improvising encounters. whole thing and forget it ever happened? If you do
But whatever you do, don’t let the players know want to run it again, look carefully over the notes
they’ve made hash of your plans. Let them think you took while running it. What problems came
they’re still on your timeline. Pretend you planned up? You’ll want to fix those before you run the
all of this, that you foresaw the PCs’ actions and adventure again.
planned accordingly. If you can pull it off, the play- Looking over what went wrong can also help
ers will think you’re a genius. More importantly, you write your next adventure. Did your group
they’ll think they’re geniuses for having correctly want more combat (or less), more roleplaying, or
“guessed” your intentions. more dangerous traps? Get in the habit of asking
And that feeling that bring them back for more. your players for feedback at the end of every adven-
The more you can give your players a sense of ture, especially those you write yourself. After all,
ownership of the adventure, the more you let their you don’t know what your players liked or disliked
actions influence its course, the more fun they’ll unless you ask them. Armed with this new infor-
have. Let them surprise you. You may find that mation, you can make your next adventure even
what they create will be even better than what you more exciting, even more engaging, even more tai-
planned in the first place. lored to your group.
Don’t beat yourself up if this adventure proved
to be too hard or too easy for your players. You can
always write another adventure to correct what By asking and answering questions, you’re able
went wrong with the last one. If the adventure to create a group of events that will draw your play-
was too easy, make it a “warm-up” that leads to ers and their PCs into the adventure. You can cre-
something much more difficult. Perhaps the PCs ate custom events your PCs won’t want to miss out
encountered one of the main villain’s lieutenants, on and custom rewards they’ll find impossible to
rather than the villain himself. Or have it turn out refuse. All of this will help your players immerse
that they destroyed only one of themselves in your game…
villain’s weapon storehouses. and that’s really the point of
Don’t make their previous suc- Terminology
cess meaningless — just up the Retcon: Short for “retroactive
roleplaying, isn’t it?
Conclusion
There you have it: an RPG adventure, ready to
run. It can be a long process from brainstorming
your initial idea to actually running your adventure.
Hopefully, this handbook has made the job much
easier.
H
ave you ever eaten at a restaurant Example: On a series of random rolls, I got
where you make your own combination dish the following words: Traveling musician/bard (col-
by choosing one from column A, one from umn A), Steal (column B), City (column C). Since
column B, etc.? You can apply this idea to adven- I’m running a steampunk game setting, I can inter-
tures, too. pret these results as:
On the next page is a table that will create a
basic adventure idea. Then just use the method While touring in New York (C-
outlined in this book to flesh out the idea. Or, if City), Jenny Lind, the “Swedish Nightin-
you have the right group and you’re good at think- gale” (A-Traveling musician), had her
ing on your feet, you can just present basic idea favorite jeweled necklace stolen (B-Steal).
to the players, listen as they speculate about pos- She has offered the PCs a substantial
sible details, pick the ones you like best, and look reward to find and return it to her before
like a genius for having “forseen” what the players word leaks to the press.
decided to throw at you at the last minute.
So, in the spirit of such menus, pick one from The list items are just suggestions to get your
Column A, one from Column B and one from Col- imagination going. If a word or two sparks an idea
umn C. Or, just roll randomly, once on each col- of something that isn’t listed on the table, that’s
umn, if you’re feeling particularly daring. If you get fine. Go with your own ideas. If you don’t like
a result that doesn’t seem to fit your genre or game something on the table, substitute something you
setting, you have two choices: do like. As always, fold, spindle and mutilate to fit
1. Substitute your setting’s closest equiva- your group and your game.
lent. For example, you could change space This table can be It can be really handy when
station to floating sky island. players, being the independant creatures they are,
2. Pick something else from the table that suddenly take a left turn at Albequerque and you
does fit. find yourself scrambling for an adventure idea
right now.
Choose one from each column or roll randomly. You can roll seperately for each col-
umn or do a single roll and use that for all three. If you don’t like your results, reroll or
change them so they fit your game and setting
.
The Adventure Creation Handbook, Revised 37
©2013 by Cherie D. Arbuckle, All rights reserved
B
Using Adventure Seeds
H
as this happened to you? You see something So what do you do if you’re not the kind of GM
intriguing in a list of adventure ideas (often who can create an eight-hour adventure out of
called adventure seeds). You’d love to use in (metaphorically speaking) chewing gum, a pocket-
your game, but now what? You have no idea how knife, and a few leftover pizza crusts? You can use
to actually build an adventure from it. If so, you’re the same process we outlined in this book to create
not alone. a full adventure from an adventure start or “seed”.
The biggest trouble many GMs have with adve- By using an adventure seed, you can bypass the
ture seeds is “What comes next?” Okay, you’ve got idea-generating stage and straight into the ques-
the start of an adventure, but what happens from tion stage. Then proceed as if the idea was your
there? How much information do you need to cre- own. Your idea or someone else’s: the process is
ate before you present your idea to your players? still the same.
That depends on your players. You could take
the seed and present it to your group as is. If you’ve
got a really imaginative or self-directed group,
they’ll take it from there. Players often come up
with ideas you could never have thought of in your
wildest dreams.
The upside of this is that you don’t have to do a
lot of preparation and the players will take care of
the “what comes next” problem all by themselves.
The big downside is that you have to think fast on
your feet, because you’re going to have make up
NPCs, locations, and rewards (just to name a few
things) on the spot. And you have to keep track of
what you’ve told your PCs so the adventure stays
internally consistent
I
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Have you ever been told to give up writing up with a better way to do something, we’d love to
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Concepts
Adventure Archetype:
Theme:
Mood:
Adventure Idea:
Important Subplots:
Who
PCs involved:
Important NPCs:
Key Events:
What special items (if any) do the PCs need to complete the goal?
When
Time Frame (Does this adventure have a deadline?):
Ending Location:
Why
Why does this adventure need to happen?
Plot Details
Opening:
Opening Location:
Opening NPCs:
Ending:
Ending Location:
Ending NPCs:
Midpoints:
Midpoint Locations:
Midpoint NPCs: