Monthly Archives: November 2010

Answering the Questions: Using Adventure Seeds/Hooks/Starts/Ideas, pt. 4

Globe Theatre at SUULast time we set up the questions to our adventure seed-inspired adventure. This time, we’re going to begin answering them, starting with the “who” questions. This is where we start adding meat to the bare skeleton of the adventure seed. We’re still at the idea stage, so we can come back and change our answers at any time.

Who Questions

Who hired the PCs?

We’ve got someone who’s trying to infiltrate a high-security location. Normally, this would be a good point to back through PC backgrounds or past experiences in the campaign and choose an NPC from there. Do the PCs owe anyone a big favor? But in our sample adventure, we’re starting from a blank slate, knowing nothing about our PCs. We can think of this as the opening adventure to a campaign. In this case, I’ll come back to this question after I answer the next one:

Who is the national leader?

In a high-fantasy setting, such as we’ve stipulated, the most logical leader would be the nation’s king (Khan, emperor, whatever), but that seems too obvious for my taste. Instead, lets make this the kingdom’s eldest princess. Perhaps she is the oldest sibling, but the crown would fall to her younger brother, as the only male heir, much to her dismay. Let’s make her the most capable of her siblings–far more capable a ruler than her brother, the crown prince would be. Most of the court dismisses her because she’s female, but one king’s primary adviser–the court wizard–recognizes her ability and wants to completely discredit her so she has no influence over her brother.

Since I’m fond of Russian names, I’ll go back to my Beyond Fred: Russian Names list and choose one. We’ll call her “Darya”.

Who hired the PCs, take two?

Okay, given the little background we’ve cooked up above, the most obvious person to approach the PCs and offer them employment would be our court wizard, but that seems to obvious. I’d like to give the PCs to have to think beyond the immediately obvious. This would be another good place to call an NPC back from the PC’s past. But since we’re starting from the very beginning, we’ll have to come up with something “off the cuff”. How about the wizard’s apprentice, who we can give a crush on the princess to? It’s still obvious, but it’s one step removed. Or how about her brother, the crown prince? Perhaps the two of them, working together. Lets run with that idea.

First thing I usually do when creating NPCs is to give them names. I may change them later, but at least I’ll have some names to start with. Let’s call the apprentice “Fedor” and the crown prince “Alexei”. We still haven’t worked out why, but we can do that as we go along.

Who are the entertainers?

This we can bring back to the princess. What kind of entertainment does she enjoy? So far, all we figured out about her is that she’s politically very savvy. I want her to be an extremely competent character, all the way around, but it could be extremely useful to have the PCs underestimate her abilities. Perhaps she has a weakness for troubadour ballads. Lets make the entertainers the leading group of actors in the surrounding kingdoms.

Perhaps the current king doesn’t care for their repertoire and so has banned them from performing in the kingdom. That could make them all the more enticing for our young princess and explain why she would want them to perform in a high-security area. Let’s take it a step further and make the leading man of the entertainers a skilled bard (who could be a PC, if the party has one) and the play she wants them to produce a sappy story about forbidden love. Give the play a political undercurrent and you have a reason for it to have been banned.

Who wants the mission to succeed? and Who wants the mission to fail?

The logical choice for this would be the crown prince, Alexei, and the wizard’s apprentice, Fedor. But let’s throw another twist in there. Let’s say that Fedor actually wants the PCs to fail, which will throw an interesting hiccup into the prince’s plans. But then we come down to one of the most important questions: why? Let’s shelve this one for now and tackle it again with the “why” questions.

Who leads the entertainers?

We’ve already touched on this one a little. Lets make the lead of the entertainers a bard–a retired adventurer. We can even take it a step further and say that he was a companion of the current kings when both were adventuring in their youth. Perhaps the king actually won his kingdom during his adventuring years (we’ll figure out why and how if it becomes important to the adventure) and the two had falling out during that time, which explains why the bard and his troupe have been banned from the kingdom. Let’s call the bard “Kirill”.

Do the entertainers know about the PCs mission?

Not overtly, but Kirill is no dummy and has his suspicions. He’s been commanded by the crown prince to add this motley group of obviously adventurers to his troupe for the princess’ performance. It doesn’t take a great leap of thought to guess that they’re plants of some kind. He hasn’t come right out an asked the adventurers what they’re mission is. He’s enjoying the challenge of trying to figure it out on his own.

What does that leave us with right now?

We have several NPCs that need to be created:

  • Darya: the extremely capable eldest child of the king
  • Alexei: the king’s oldest son and crown prince who resents his older sister’s ability
  • Fedor: the court wizard’s apprentice who has a crush on Darya
  • Kirill: the bardic leader of the entertainers who had a falling out with the king when they were both adventurers together.

We also know that the king didn’t inherit his kingdom, but won it during his adventuring days; there’s bad blood between him and Kirill (we’ll figure out exactly what later); Darya would be the more capable heir to the throne, but being female, she excluded from the line of succession, and her younger brother resents her ability, putting them at odds; Kirill’s making it a point to discover the PCs mission.

Next time, we’ll cover the “what” questions.

[Photo courtesy of twbuckner at Flickr Creative Commons]

Other posts in this series

Enhanced by Zemanta

Setting an Example: Using Adventure Seeds/Hooks/Starts/Ideas, pt. 3

In the last couple of posts we’ve discussed what adventure seeds are and outlined the basic steps to fleshing them out into full-fledged adventures. Today, I’m taking an adventure seed I found on a gaming forum and fleshing it out into a rough adventure.

The Seed

Your group is tasked to infiltrate a high-security national leader’s compound by traveling with some entertainers he has hired for a private performance.

This comes from the RPG Life Member Forums.

Write Down Questions

Here’s where we really get into turning this short idea into an adventure. When reading over our adventure seed, what questions come to mind?

  • Which national leader?
  • What compound?
  • What nation?
  • Where is the compound?
  • Who are the entertainers?
  • What is the performance they’re going to do?
  • Why is the leader having the performance (what’s the occasion?)
  • Who hired the PCs?
  • Why does (s)he need the PCs? Why not hire someone else?
  • What security measures are in place?
  • Why these entertainers?
  • Why does the PCs employer want them to infiltrate?
  • Do the PCs know why?
  • Why should the PCs go?
  • What happens if they succeed?
  • What happens if they fail?

Back to the 6 W’s

We can group these questions into our 6 W’s of Adventure Creation and add in some more standard questions that should be asked about every adventure:

Who

  • Who hired the PCs?
  • Who is the national leader?
  • Who are the entertainers?
  • Who wants the mission to succeed?
  • Who wants it to fail?
  • Who leads the entertainers?
  • Do the entertainers know about the PCs mission?

What

  • What are the exact goals of the mission?
  • What is the performance the entertainers are going to do?
  • What kind of entertainers are they?
  • What security measures does the location have?
  • What maps do you need to create?
  • What special items might the PCs need to succeed?
  • What does the compound look like?
  • What group or faction does the national leader belong to, if any?
  • What group or faction does the PCs employer belong to, if any?
  • What obstacles might stand in the way of the PCs succeeding?
  • What will happen if the PCs succeed?
  • What will happen if they fail?

When

  • When is this performance to take place?
  • What is the current date?
  • How much time do the PCs have to prepare?
  • How much time do the PCs have to complete the mission?
  • How long is the performance supposed to last?

Where

  • What nation is national leader a leader of?
  • Are the PCs from the same nation or a different one?
  • Is the PCs employer from the same nation or a different one?
  • If different, what nation?
  • Is it the same nation as the PCs?
  • Where is the compound located?
  • Where is the performance supposed to take place?
  • What is the adventure’s starting location?
  • What is it’s ending location?
  • What other important locations might be important?
  • What are the languages, customs, and practices of the entertainers? Are they different from the PCs?

Why

  • Why do the PCs need to be the ones to go on this mission (there should be a reason beyond ‘they’re the PCs’)?
  • Why did the national leader hire these entertainers?
  • Why is (s)he holding this performance (what’s the occasion)?
  • Why is this mission taking place? (Why does the employer want the compound infiltrated?)
  • Do the PCs know why?
  • Why should the PCs go?
  • Why are the entertainers taking this job?

How

  • How are the PCs going to fit in with the entertainers?
  • How might they prepare for this mission?
  • How might they succeed?
  • How might they fail?
  • How are the entertainers going to perform?

Most of the time, you’ll be creating an adventure for an established campaign or you’ll at least have an idea of the kind of setting you’re going to use this in. Since we’re creating an adventure from scratch, we need to decide some additional details, such as what genre we’re going to create this adventure for. The seed itself seems imply a science fiction, superhero, modern day, or cyberpunk-style setting. Since I want to show you that you can adapt adventure seeds that may not seem to be a perfect fit at first, let’s not use any of those. I’m going to set this in a “standard” high-fantasy genre.

Next time we’ll begin answering the questions.

[Photo courtesy of Horia Varlan via Flickr Creative Commons 2.0].

Other posts in this series:

Enhanced by Zemanta

Step By Step: Using Adventure Seeds/Hooks/Starts/Ideas, part 2

There are basic steps to creating an adventure from the adventure seed:

  • Read the seed
  • Write down questions
  • Answer your questions
  • Pull out events from the questions
  • Put the events into a possible order
  • Determine the outcome of success or failure

We’ll go over these steps in detail in the next post(s), where I’ll provide some examples to make things much clearer.

One note here: The adventure seed is just a tool to jump start your creativity. If, in the course of developing your adventure, you find that your plot bears no resemblance whatsoever to the seed you started with, that’s okay. As long as you’re happy with what you’ve created and you think your players will be too, go with what you’ve written. There are no adventure police to keep you on the straight and narrow. (At least when you’re running for your own group, this is true. Published adventures can be another story).

[Photo courtesy of pj_vanf via Flickr Creative Commons 2.0]

Previous articles in this series:

Enhanced by Zemanta

And *Then* What Happened?: Using Adventure Seeds/Hooks/Starts/Ideas

Okay, now what? Has this happened to you: you’ve seen something that looks intriguing in a list of adventure ideas (often called “adventure seeds”), you’d love to use in your game, but you have no idea how to actually build an adventure from it? If so, you’re not alone.

The biggest trouble many GMs have is “What comes next?” Okay, you’ve got the start of an adventure, but what happens from there? How much information do you need to create before you present your idea to your players? 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 group, they’ll take it from there, coming up with a plot that you could never have thought of in your wildest dreams and having the time of their lives doing it. I’ve been lucky enough two have had not one, but two groups that were like this. All I had to do was drop an idea and they’d pick it up and run with it.

The upside of doing 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 down side 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(Though I must admit, my groups know I run by the “seat of my pants” a lot of times and are willing to forgive my inconsistencies. If you have a group like this, treasure them, for they’re golden.)

So what do you do if you’re not the kind of GM who can create an eight-hour adventure out of (metaphorically speaking) chewing gum, a pocketknife, and a few leftover pizza crusts? There’s actually a process you can use to create an adventure from the simplest idea. Over the next several posts, I’ll detail each step along the way and illustrate it with several examples.

[Photo courtesy of Selma90 via Flikr Creative Commons 2.0 license]

Related Posts:

Enhanced by Zemanta

Barren Air: Preparing for Creative Downtimes

Sample catalog card in the card catalog for Ra...
Image via Wikipedia

One of the main questions I (and just about every other writer/artist/creative type) has been asked is “Where do you get your ideas?” I’ve always liked the answer given by Wendy and Richard Pini of Elfquest fame–that they had a six-pack delivered to their doorstep every morning from Ploughkeepsie.

Most of the advice you’ll hear tends to be along the lines of “Ideas are all around you; just keep your eyes open.” While this is true, it’s about as helpful as the advice that to be a success you need to “get more creative.” Get more creative. Great! Why didn’t I think of that?

If you’re like me, your creativity comes in waves. Some days, idea after idea just seems to tumble into my brain, so fast that I can barely keep up with the pace. Other times, I sit down to write or even plan my next game session and … pft. Nothing. Dry as a bone. At those times, I turn to a tool I’ve been using for almost 20 years now … my idea file.

For me, the idea file is an index card box with one idea per card. When an idea hits me, especially if I can’t act on it right now, I write it down on a card and stick it in the box. I usually carry a few cards with me to catch ideas when I’m away from my desk. At the very least, I keep small notebooks and a few pens with me (one set in my purse, one in my game bag–which also subs as a portable office–one in my car) so I can capture an idea before I lose it. Then, when I get home, I transfer those ideas to cards (one idea per card) and stick them in my box.

My box has no order. I’ll often label the idea card with a loose category, such as “adventure idea”, “magazine article”, “blog post”. Not too specific, since that can kill creativity, but enough so that when I look back on it later, can job my memory as what I thinking. I’ve also found it helpful to write a sentence or two about the idea, if that comes to me. The exact nature of the file really doesn’t matter. As long as it works for you and you can find your ideas, it could be anything from a notebook to a computer file. I use index cards because I’m a very tactile person and I like having something I can physically handle.

Then, when the inevitable creative dry spell comes, I can pull an idea out of the box. I like my box because I can pull an idea out at random, or I can look through the cards and find something that inspires me.

When the ideas just don’t come, it’s important to remember that creative dry spells are a part of the natural process. Just because you don’t have any ideas today, doesn’t mean you won’t tomorrow. But when deadlines are coming (whether that’s a article deadline or your next game session) and ideas aren’t, it helps to have something you can pull out of the box to get you along.

Related Articles from this Blog

Enhanced by Zemanta