You can learn to write good adventures and The Adventure Creation Handbook will show you how. Maybe you’re searching for an original idea. Or maybe you’ve just looking for a way to take that exciting climatic battle you see in your head and put it into a form your players will enjoy. Wherever you are in the adventure creation process, this book will guide you step-by-step through the process of creating an adventure for any genre, any game system.
Overcome creativity blocks and dry spells. The Adventure Creation Handbook describes several methods of coming up with adventure ideas your players and you will enjoy.
Customize plots for your group and your game. By using your players and their wants as a starting point, this method allows you make adventures your players will want to play.
Integrate adventures into your campaign. This method integrates the adventures into your game system and campaign world from the very beginning. No trying to shoe-horn or retrofit ideas that don’t really fit.
In addition, when you purchase The Adventure Creation Handbook, you receive these free bonuses:
What’s it cost? $7 for the next 30 days. That’s a special launch price. After August 15, 2011, the price will go up to $10.
Up to this point, in this series on turning adventure seeds into full-fledged adventures, we’re down to the last of the questions that will give us the background information we need for our adventure. So far, we’ve covered the who questions, describing all the people involved in our adventure, the what questions that tell us what’s going on with the adventure, the where and when questions that tell us about the adventure’s location and time it takes place in. Now we’re down to the very last of the questions: why and how.
In many ways, these are the most important questions of all, for they give us the reasons that the adventure and its events are happening. They’re also the most often over-looked. Have you ever played through an adventure that doesn’t make sense? That’s usually because the adventure’s creator never fully answered the “why” questions.
This is the question that covers our adventure hooks — the reasons why each of our PCs would go on this adventure. For that reason, we need to know the individual PCs involved in the game. Since we haven’t created a party for this adventure, this is a question you’d want to answer for each of the characters in your game.
Collectively, however, we can posit the reason the prince would hire the PCs as a group, rather than using some of his own men. The reason here is that the PCs are outsiders–which gives Alexei and Fedor plausible deniability. They can always claim that the PCs are acting on their own behalf and have other, ulterior motives on the princess.
The princess wished for these entertainers because they’re the ones performing the most popular play around. Also, the wizard, who arranged for the performance in the first place, was an old adventuring buddy of Kirill, the head of the performing group. We can state that perhaps the wizard isn’t fully convinced about this marriage himself and is hoping that perhaps Kirill can turn the princess’ eye away from himself.
Entertainment is a traditional part of a princess’ confinement time. After all, she’s shut away from everyone else for six months. We could make part of the tradition for a princess’ betrothed to supply entertainment for her during her confinement.
While we’ve pretty much covered this in earlier questions, it helps to spell it out clearly. The mission is taking place because the Prince Alexei views his sister’s marriage as a threat to his own inheritance of the crown. It would make the king’s favorite adviser a member of the royal family which could, potentially, threaten his inheritance. It would also give the wizard even more of the king’s ear. If he can somehow get the princess to marry his best friend, Fedor, he can put someone else into power who’s more loyal to him than to his father.
Fedor doesn’t want the marriage to take place because he’s been in love with the princess since he was a boy and he doesn’t want to see her married to anyone else, but particularly not an “old man” such as his master.
The PCs are actually being given a false reason to go on the adventure–they’re being told that the princess is being forced to marry against her will. Alexei and Fedor hope that this will give the PCs even more reason to help them, hoping to engage the PCs’ on an emotional level, thereby making them more committed to the mission.
This goes back to our motive question, but with a slightly different twist. Instead of explaining why Alexei and Fedor would want the PCs, we explain why the PCs themselves would want to take the mission. Again, individual motives would have to be determined by the GM for each individual PC and for each individual group. For the group as a whole, though, one reason would be that Alexei and Fedor will pay very well for a successful completion of the mission. Also, it would place the future king of the country in the PCs debt–never a bad thing, since adventurers have a habit of causing trouble wherever they go.
Presumably the payment for the performance would be a huge incentive. But we can also say that the leader of the entertainers, Kirill, sees it as a way to thumb his nose at the king, using it as a way of counting coup against him. Also, perhaps Kirill owes the court wizard (let’s call him Roman) a favor from their adventuring days and this would allow Kirill the chance to repay it.
We’ve also brought up a couple more “whys” while answering the earlier questions:
Back in our who questions, we posited the idea that maybe Fedor wants the mission to fail. But why would he? Perhaps he’s having second thoughts about. Maybe he’s realizing the princess wants to marry Roman and that he wants her happiness above his own desires. Or perhaps he and Alexei had some kind of falling out and Fedor sees this as a chance to get revenge. The GM would have to determine the circumstances of the falling out.
Perhaps our princess Darya has a crush on Roman–a May to December romance. Maybe her own father was cold and distant and she sees in Roman someone who cares for her and will take care of her.
Just to add another twist, let’s say that Roman doesn’t want to marry our princess. Very likely, he could see her as the daughter he never had. Let’s also say that he knows Fedor is in love with the princess and let’s say he thinks Fedor would make a very good husband for her. So perhaps Roman’s gotten wind of this plot on the part of the Prince Alexei and his apprentice and is actually hoping it will succeed, particularly if he believes that Darya and Fedor would actually be happy together. Maybe they were close friends growing up, which would give Roman a reason to believe that the marriage would be a happy one.
Usually in an adventure, how to solve a mission is best left up to the players to figure out. Still, it’s a good idea to have at least one idea as to how to solve it. That way, if the PCs get completely stuck, the GM can drop some hints to get them moving again. We also have a few “how” questions that need answers:
Entertainment groups have their own culture and the PCs are likely to stick out like sore thumbs. I’d actually leave it up to the PCs to determine how they’re going to fit in, but they do have a week to prepare, so Kirill can do his best to give them a quick introduction to the life of a traveling player.
Obviously, their week of training would be the major way for them to prepare for the mission. It’s also important for the GM to remain flexible and incorporate the players’ ideas for preparation into the mission.
Well, given all of our plot twists, success could very well be in the eyes of the players. If they do manage to get the princess out to marry Fedor, they’ll have succeeded at the parameters of the mission as originally outlined. There are several ways to go about this. One way would be to disguise the princess as one of the entertainers, another could be to smuggle her out in one of the prop trunks.
The main way the PCs would fail is to be detected and reported to king. That would pretty much ruin every plan they could come up with (now that I’ve said that, some group will come up with that as their actual plan and make it work).
The confinement compound could have a central courtyard that would provide a space for entertainers to come and perform in. Since our group are traveling players, they’re going to travel pretty light, meaning they actually use few props and scenery. So their performance is going to be an acting one, with the play’s emphasis being on character relationships rather than scenery and special effects.
Now we’ve answered our main questions and we’ve got the beginning of an adventure forming. Using these techniques yourself, you’re most likely to move back and forth between questions as answers to one question lead to more questions that need other answers. Keep working back and forth until you’ve answered enough questions– “enough” being defined as “until the adventure takes shape in your mind.”
Next time we’ll go back over our answers and begin pulling this information into an actual adventure.
In addition to the world setting I’m creating, I’m looking at producing a line of products to help GMs run better and more immersive games. To that end, I’ve created a short survey asking for your input. Please help me out by taking a moment to give me your ideas. I’ll post the results here next week.
How do you know how good a GM you are? You’ll need to ask your players. Below is a questionnaire I hand out to my players from time to time to find out what’s good about my game and what needs to be improved. Please feel free to change, update, modify the questions to fit your game.
[This article is part of the March 2010 RPG Blog Carnival: How to be a Better GM].
Please check all answers that apply. Feel free to add any commentary, answers, or smart-ass remarks .
[I always create a short background information sheet--one to two pages--that tells players how their character fits into the game world].
Your game gives too much advantage to:
Your game puts too many restrictions on:
Your game could use more/less [please circle your choice]:
I would rather you:
On the occasions when you can’t remember a particular rule, I would rather you:
When you realize you’ve made a “bad call” in a previous session, I’d prefer you to:
If your game is based on pre-existing source material (such as Dr. Who, Serenity, Amber, etc.):
I’d like your game to have more or less [please indicate which] of the following:
In general, your game sessions are:
The best part of your game is:
This review is part of the Game Cryer Holiday Gift Guide.
Running combat in d2o/3.x systems is no task for the faint-hearted. Multiple characters, each with their own initiative, spells, delayed actions, held actions, potions, magic items … whew! It’s a lot to keep track of and it’s easy to forget who goes after whom … oh, and when does that spell take affect, again? No wonder so many GMs resort to laptops to keep track of who’s doing what and when.
But what about those of us without laptops? Luckily, Paizo.com has a solution for us, too. Called their “Combat Pad“, this sturdy magnetic board takes much of the drudgery out of keeping track of combat. Individual magnets allow you to write the names of the PCs, NPCs and monsters in dry or wet-erase pen. You can also take notes directly on the board itself and there’s a large space on provided to do just that.
The center “column” is numbered down the side allowingyou to place character/monster magnets near the number corresponding to each N/PC’s initiative roll. Is one PC readying or holding an action? Just move his magnet to the appropritate column on the right-hand side. Then once the character uses his held action, just move his magnet to the new initiative order number. No more “When did you come in last round?”
The line of numbers across the top allows you to keep track of what round you’re currently in. I also use it to note what round a spell goes off and what round it finishes. After many years of trying to keep track of it in my head or on scraps of paper, this is a very welcome addition to the product.
First of all, large notes section. It allows me to track hit points as well as combat rounds. Secondly, the rounds tracker, which I mentioned above. The fact that it’s magnetic means I don’t have to worry if the cat decides to take a short-cut across my notes during combat.
I generally use wet-erase markers (I’m always dragging my hand through what I write, so dry-erase for me ends up being one big blur) and both the magnets and the board come clean with a damp cloth or paper towel. And when I say clean, I mean clean. No color residue left. The different colors of magnets — blue for PCs, green for NPCs and black for monsters — makes it easy to tell at a glance which you’re dealing with right now. The board comes with a good number of magnets, but if you lose some or find you need more, Paizo offers an extra magnet pack.
I also like the size. While a larger board would allow for more notes, the current 81/2″ x 11″ fits easily into my game notebook. Which means I can carry it with me wherever I’m running. A big bonus, since our group tends to rotate hosting the game. And it works for more than d20; I’ve used it with my Vampire: the Masquerade game with the same success.
The price tag for this product — $16.95 — is very reasonable. The extra magnet pack is $7.95. It’s a great gift for that special GM.