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Adventure planning
It is not difficult to plan an adventure. There is no need to be afraid of
leadership. For example, you are not responsible for telling the whole
story, so don't worry about it. Imagine that you are the game director and
you plan the adventure as follows:
You meet the players and get to know their characters. You figure out
what the characters are about and what motivates them. Then you tell the
players, "I'd like to see an adventure dealing with these characters and
their problems. I'd like to see the following elements in it: an evil wizard,
a deluded maiden, and a knife fight under a waterfall. Move!"
Know yourself
What do you like about the story? Use it! You are the game director.
Key elements
Now you can apply the work done above to the game. Take a list of ideas
and build the ideas into key elements.
The main source of experience for Shadows of the Past is the
keys. They allow players to decide for themselves what kind of
experiences they are interested in in the game. The game director is also a
player, so he controls a secondary source of experience: key elements.
Key elements are kind of like parts of a key, i.e. things that the
characters gain experience from. However, they are under the control of
the game director and are disposable. It's not so much about designing the
plot of the game as it is about bringing out elements that you would like to
see in the game.
The key elements are very similar to the "bangs" of Ron Edwards'
Sorcerer, i.e. open but charged situations that can go on in many
directions. Or they can be more relaxed, colorful things that you want to
play with. Examples:
Waterfall: 1 CP - one experience point for characters who participate in the scene at the waterfall.
Wicked Wizard: 2 CP - two experience points for characters who encounter this side character.
Betrayal of the County Lord: 3 KP - three experience points for characters who are betrayed by the
County Lord.
Assign an experience point value to each key element: 1 point for places
and objects, 2 points for people, and 3 points for situations (that is,
connecting a place or person to an action). This is how many experience
points the players whose characters are in the scene when the key element
"triggers" get.
A suitable number of key elements is 1-3 times the number of
players, at least in the first session. Later, add or reduce elements: if you
managed to reveal all your elements in a session, prepare one more for the
next one, and vice versa, reduce elements if you didn't manage to reveal
all of them last time.
When you cast Shadows of the Past on your players, an important
pacing factor is revealing key elements. When you let players know what
you're giving experience for, they can take the game in a direction that
interests you. Sometimes players will get ahead of you and trigger key
elements you haven't revealed yet, which is always better.
Revealing key elements works best when you do it when you feel like
it. If the players feel they have enough to do, there is no need for
revelations. Alternatively, you can try to always keep an element or two
exposed, sort of feeding them to the players. The key elements are your
tools, so use them as you see fit.
One big part of Shadows of the Past's gameplay is the continuity of
key elements from session to session: if all the elements in your list were
not triggered in the previous session, bring them back with you. And if
you particularly liked a certain element, by all means add it back to your
list! The more often an element is repeated, the more it colors your
campaign.
Character development
One more tip for setting up your adventure: make sure your adventure
includes side characters or other things that your characters can learn new
skills, abilities, and keys from. Shadows of the Past, especially in a longer
campaign, is based specifically on the drama of character development. So
give players opportunities to make choices about character development.
A good rule of thumb is to choose one ability, one skill, and one value
for each game session, which you will highlight separately in the
adventure. For example, a session could deal with Qek's fishermen (does
anyone have the ability to sail; do any of the characters want to learn
one?), the forsaken hermit (do any of the characters want to learn the art of
talking to animals?), and the justification of greed (would the key to
glittering gold be suitable for any of the characters?).
Preparing the world
In addition to the adventure, the game director also has to run the game
world, which includes first and foremost the creation of interesting side
characters. Making an adventure undoubtedly gave good ideas for side
characters to develop over time. However, here are some tips for quickly
creating world elements mid-game or beforehand.
Side characters
Interesting side characters are the cornerstones of a good adventure. By
interacting with the players' characters, they act as a mirror for actions and
values. The characters' motivations and general reactions should be
planned before choosing game mechanic values. Once you have a solid
understanding of the side character's role, the mechanical side is also
simple.
A character's name is a very important feature: the first impression is
usually permanent. I recommend making a list of the common and rare
names of the game's event culture and keeping it close by when you're a
gamemaster. Choose the names of the main supporting characters in
advance. The names of disposable side characters can be selected on the
fly from a list.
After the name, the most important thing is to choose the highest
ability of the side character. Most people have experienced this level, only
children and otherwise special characters have it. Important characters can
have an ability level champion, but there are hardly more than a few
grandmasters in a campaign. Always assume that a side character's other
abilities are one rank lower than their best ability, and that the character's
unlikely abilities are two ranks lower, if any.
If you create a side character on the fly, it will have no resources. If
you give a side character a skill, they can only use it once per scene. If you
create a side character in advance, you can design the character like a
player character, but you should cut the resources in half because the side
characters don't have as many opportunities to use them.
Animals
Animals are the easiest to design. Instead of the usual abilities, they only
have the following:
Strength (pure): This is the animal's strength and ferocity. Even a
tame buffalo, which does not usually attack humans, can have high
strength, because when it is spoiled, it leaves a bad mark. This ability is
used to attack and destroy places.
Wits (Instinct): This is the animal's speed and control. It is used to
dodge blows, run away and move like a hare.
Senses (instinct): This is the animal's ability to notice its
surroundings.
Brain (Mind): This describes the intelligence and will of the animal
and is used like reason. Although it may make taming difficult, a tame
animal uses it to understand commands.
It is not a good idea to give the animal many points for resources. A
point or two of Instinct makes them fearsome opponents, and a point or
two of Purity makes them devastating. There should not be any points in
the mind, unless the animal has special qualities. If the animal has special
abilities, such as fierce horns or a flexible tail, they can be depicted with
art. If the ability is innate, the cost of using the art can be removed.
Forces of nature
One of the things that the game director needs to be you with is playing
the forces of nature. After all, these are not characters, so inanimate nature
usually does not cause harm to the players. However, some things can
always happen:
A force of nature cannot be resisted in skirmishes, so crossing
deserts, sailing in a storm, and other such feats are always independent
ability checks if the gamemaster decides to make them skirmishes. Even
the most extreme situation means only two penalty dice, which even a
capable character can survive.
If a character fails an independent ability check and loses, can they
deepen the conflict? He can't (who would he fight against?), and that's
what makes fights with the forces of nature so nasty.
Alternatively, however, the gamemaster may choose to treat his
natural forces as "characters"; the mountaineer faces the mountain's
reluctance to be climbed, and that track. This is suitable for some games,
and means that natural forces rise to a very important position in the
campaign. (What, did someone mention Gloranthan?)
A compromise solution is to assume that even on an independent
ability check, the character has an indifferent nature; in this case, the
natural condition is only made a "character" if the player really challenges
it to an in-depth confrontation, but otherwise it is treated like a surprised
side character, against whom a good success is enough.
Placing bets
One of the game director's most important tasks is to set suitable stakes for
conflicts. The order is that first the players of the characters involved tell
what their characters are aiming for, then you, as the game director,
formulate the stakes suitable for these goals (i.e. what happens when
different parties win) and then the players either accept or reject the
conflict you offer. Your goal is to set stakes that are true to the players'
goals, but also bite hard.
Don't forget that you can also place handicaps on bets. Use this
opportunity. Determine the amount of possible harm according to the
severity of the situation: if the character's risk is low, suggest level 1
harm. If the risk is serious, suggest level 3. Only in the most extreme
situations, suggest level 5. If it is an opposed conflict, you can stipulate
that the harm caused is equal to the difference in degrees of success.
Don't be afraid to let the stakes resolve important plot twists. If the
player really states that his goal is to kill the king, setting the stakes any
lower is only justified if there are plenty of different story-important
obstacles in the way.
Likewise, don't be afraid to deny the players' goals if you think the
parties' stakes aren't balanced. If the character's goal is to kill the king, but
he is poor, tired and hungry, it makes more sense to make the stakes about
finding the next meal rather than killing the king. After all, the player does
not have to roll the dice if he does not accept the bets you offer.