And we're back here at “Mastering The
Game.” Today's topic is how to make your own adventures.
So, I've already talked about how to
run prepared, or “canned,” adventures, and I mentioned that you
can use prepared adventures to make your own. So, we're going to
start with that.
Let's take an adventure for an example.
Some time ago, a friend discovered a treasure trove of used gaming
books for super cheap (we're talking $1 a paperback book) and clued
me in. I found two supplements for a game called Dark Conspiracy, but
not the core books. That's fine. One was an adventure called “Heart
of Darkness.” You can't see my face, but it's currently covered by
my palm and my eyes are rolling. That name has been over used. It's
done. No more, please. (Note: A full rundown of this book will
eventually pop up in Sources Say in the future.)
Ahem. Anyway. So, I don't have the
books, but the module itself looks promising. I read the whole thing,
cover to cover, twice and looked at how the story goes. It looks good
and I like it, so this is a solid choice. Now, first I have to figure
out what I'm going to use it for. The game seemed to be about aliens
and stuff, but with a strong element of horror. There's psychic
powers and magic, maybe? Plus, horrible monsters from other
dimensions. Looking at that, I'm going to choose Conspiracy X for
this one.
Now that I know what I'm going to use,
I start changing the monster stats to the new system. I look at what
it's suppose to do in the original game and then try to replicate it
in Conspiracy X. Not too hard. And if I can't get close, I just
change it to something else I think works. For the background,
everything looks pretty good. I might need to make some changes here
and there, mostly having to do with the change in setting, and make
my notes about what's different. After that, we have to deal with the
set up. In the original game, it looks like the characters would have
been hired by some corporation to solve the mystery, so that doesn't
work for Conspiracy X. Instead, we'll make it a mission from the
higher ups and give them roughly the same information. The adventure
did give the players a device that would allow them to get more info
on things, which I don't have to change. There are some setting
issues that I'll have to change (the book was done around the
original Gulf War in Iraq and things were different then), so more
notes there. The encounters should go the same, but can't forget to
make the NPCs in the new system, too. And that's about all I need to
do. Recreate the monsters and NPCs in the new system, make sure the
setting stuff all matches the new one, and make sure everything is
consistent. Not too hard, but I do have some experience. I think this
is a good stepping stone to designing your own completely new
adventures.
But, you say you're ready, you want to
start completely fresh and make a whole new adventure, without using
anything that's been put out. Alright, buckle up, this might take a
while.
The first thing you need to do is come
up with what's going on. Let's say you're playing D&D and you
want to do something involving a haunted forest in the lands of a
lord the players like. Maybe the lord is from an adventure you just
ran and the players liked him a lot. Okay, great, we'll roll with
this.
So we've got an outline of the
situation. Local lord has a forest in his domain that's being called
“haunted.” That means that people go in, but don't come out. This
isn't a bad idea, to be honest, lot's of different ways you can take
this. So, it's a solid choice.
The next thing we have to figure out is
how long this has been going on. Maybe there's always been legends of
a ghost or something in the woods, but it's been safe for a long,
long time. Our first question is what's changed? That means we have
to come up with the threat. You'll want to dig through your monster
books and look at what offers a matched threat that the party can
handle. For the sake of this adventure, I'm going to pick Drow.
Probably because I'm a fan of dark elves, but also because I'm still
wanting to run City of the Spider Queen. Okay, got my threat, but why
are they here? We'll say that it's because the Drow were able to
break a seal that had been put in place ages ago by some elves,
keeping the Drow from getting out. With the seal broken, the Drow
have begun to investigate the area. Since they're masters of ambushes
and use a sleeping poison, they'd be a serious threat at night.
That's why people are disappearing. They're being killed or kidnapped
and taken as slaves into the Underdark.
Now, we have to figure out what the
lord has been doing. After people vanished, he would probably send
out some knights or something to investigate the vanishings. We'll
assume he actually gives a damn about his people, so he does the
right thing. Of course, the knights are outclassed and vanish as
well. So he sends some more. None return. Maybe he sent out some
lower level adventurers, who also never returned. Ever since, the
people have been avoiding the area as much as they can. But, maybe
they still need firewood, so while disappearances have slowed, they
haven't stopped completely. We'll also say that some people who have
gotten to close to the forest have also vanished. Now, we've got a
good idea of the Who and the What, as well as the Why.
Now, we need to tackle the most
important part of getting the party involved in the situation, the
party's motivation. Most parties, even the more noble, are usually
motivated by money. You'll have to figure out how much the lord CAN
pay and how much he's WILLING to pay. There's always someone who
wants to negotiate for more money, so make a note of how far the lord
is willing to shell out. Hopefully, if you reach the cap, the others
will force him to accept the offer. Don't be afraid to metagame a
little bit. As for how the party hears about the situation, you can
have the lord reach out to them directly if they're on good terms.
Otherwise, the lord can offer a reward that the part can hear about
in the tavern, the church, or other places they hang out. If you have
a more... Murderhobo party, maybe they get tossed in jail and only
get released if they agree to clear out the woods.
Once we have the motivation and reward
done, we have to go back to our threat. First thing is making sure
you have some facts and rumors characters can pick up before they
leave. Come up with the original legend of the forest, which could be
totally unrelated to the current threat. I'm a big fan of throwing
out a red herring or two to keep the party off balance. And you don't
want to reveal the real threat quite yet. But, give them some hints
so they're not caught completely off guard.
Now, we have to come up with what the
Drow have been up to. We have a rough idea of what they're doing, but
let's dig a bit deeper. Who's in charge of this expedition? Given how
Drow society works, there's a strong chance a female cleric in charge
of everything. What's she like? Is this a chance for her to gain
power and standing back home? Or is this a punishment for something
and she's trying to make the best of a bad situation? Is she
competent? Or is she an idiot who doesn't really care about this
mission? Once you have your Big Bad Evil Girl (BBEG) worked out, you
can work on the underlings, the trusted mages, scouts, and the like.
You'll want to know how strong the force is wandering around the
woods. What their main goal is. Based on what we have, I'm going to
assume that the Priestess is competent and looking to make this into
her little kingdom, controlling the flow of surface race slaves and
goods. She's not stupid, but doesn't know too much about the surface
world. Thanks to the element of surprise, and a fair amount of luck,
no one has survived to tell everyone what's going on. As for her
forces, she's got a few wizards to give her some power and a lot of
rangers and fighters to do the dirty work. Of course, one of the
wizards belongs to a rival house and might be willing to do something
to cause the priestess to fall out of favor back home. This is what I
call “leaving an out” should the party be captured. The wizard
will free them, on the condition that they mess up the priestess.
The major threats will be the groups of
Drow wandering the woods, who will stalk the party until they're
ready to ambush them. But, that's not all there should be. In
addition to the increase in spiders that should be stumbled across
(damn those spider kissers), you'll want to come up with a few other
threats that make sense for the area. Not only to throw the party off
the trail of what's really going on, but it's really important to
have a variety of threats, so the party doesn't get bored. Or
something to throw at them so they don't get overconfident. Maybe
some undead created by the Drow, or just by their acts of murder. A
few wild beasts, like dire animals. Maybe they have some druids or
rangers that can prevent a fight or maybe not. Remember, variety is
the spice of life.
We've got the basics worked out. The
hook, the background, and probably a lot of encounters ready to go.
So, what else do we need? Of course we're going to need some maps.
Those are important. I'd also suggest rolling for the treasure and
rewards now, while you'll putting together the encounters, so things
don't slow down after the fights. You'll want to work on tactics for
the enemies, make notes so you know how they're going to fight. Drow
aren't stupid and will probably start to withdraw as they start to
lose. After we've got all that, make sure to work on that priestess
and who's usually in her camp. I strongly suggest making notes on the
camp being Prepared and Unprepared for a fight. Trust me, it'll save
you time when the dice start rolling.
It's time for a final part you need to
plan for: What to do after the players win. Does the priestess seal
the opening, so the party can't invade the Underdark? Or is she
unable to do so, leaving it open? You'll want some idea of that could
happen next. Of course, even if you leave it open, the players might
decide that they'd rather just seal it again and stay the hell out of
the Underdark. If they do this, give them a cookie, because only
fools go down there. If they do decide to go down into the land of
dark and murder, you'll want to have a few notes ready to get
started. After you know you're going down there, best to break out
those books and look up what sorts of threats you can throw at them.
I strongly suggest Mind Flayers. Those give people nightmares. And,
besides, they did ask for it...
Now, let's say you're playing something
else, maybe something modern or futuristic, where you can't just do a
dungeon crawl. So, what do you do? There's a few options. You can do
investigations, which is what a lot of horror games do. I could
probably write up a whole other article about running those kind of
adventures, but the best thing is to make sure there's multiple ways
to figure out the answer.
That's the most important thing you
have to keep in mind when designing your own adventures: Make sure
you have multiple paths to find the end. While you want to plan for
every possibility, don't. That way leads to madness. And the
adventure never getting finished. What I do is figure out what my
players are most likely to do, having played with them in a few
adventures first, and then make some notes about some other things
they could do. Since you can't plan for everything, look at the most
likely and go from there. They not to prevent the players from doing
anything, just know what they might do and give them some clues or
hints based on what they do. For example, if you have someone who can
read minds, make sure that the killer doesn't get close to them or is
able to deflect the mind reading. Don't make it too obvious, like
completely blocking it, but instead they get a hint that something is
wrong, but they don't find out the truth right away.
Also, outside of dungeons and ruins,
you'll really need to figure out the enemy's motivations and plans.
And what they'll do to react when those plans go awry. Remember that
most villains should be smart and you should play them that way. Have
Plan A, Plan B, Plan C, and all the way to Plan O. Don't go all the
way to Plan Z, that's going to take too damn long. Make sure you know
what they want and what they're willing to do to get it. And what
they'll do when they don't get it.
Another option for modern and
futuristic games is the social interaction. This is good for letting
players roleplay and gives you a break from having to memorize the
game's combat rules. While these are usually part of investigations,
you can also use them to build a much needed alliance. Or maybe you
need to get that information that you've gathered into the right
ears. Most games also have rules for social interaction, or even
social combat, and it's always fun to try something new. Don't be
afraid to throw these in to any sort of settings.
One thing I haven't tried too much is
the heist game. But, I do have some adventures that focus on pulling
off one of them. I have very mixed feelings about this sort of
adventure, because these sorts of things can go sideways fast. When I
played video games, I always hated stealth missions, that might have
something to do with it... But, I seem to always have a group that
seems to think that “subtlety” happens to other people. Running a
heist is a lot like running a dungeon, you need detailed maps, a list
of threats and where they are, and how the the players could
circumvent things. The difference between the two is that when you're
pulling a heist, you don't want to fight everything. In fact, if you
are fighting everything, you've probably already failed. That's what
makes heists so hard, what do you do when the party has fumbled so
bad and now they're debating about blowing up the building to cover
their tracts? All I can say is good luck!
When you get down to it, making your
own adventures is both freeing and daunting. When you run a premade
adventure, you can just use it as an outline if you want to. When
you're making it up from scratch, you have to think a lot more about
how things could go. And don't just make it up as you go along. I've
only known one person that can do that. Most of us can't. It's okay
if you have an outline and a list of things they could encounter, but
don't just make it up. Only if you get seriously off track should you
need to do this. I usually keep a note of the average stats for a
normal person handy, as well as common weapons and equipment, just in
case. The players decide to start a fight in the tavern rather than
talk to the bartender? Okay, we can roll with it. It might not be as
cool or go as smoothly as if you'd done all the work on everyone
inside the tavern, but if you do it right, they'll never know...
Okay, this has gone on way longer than
I was planning, so I'm just going to end it here. If you want me to
talk more about making your own adventures, let me know and I'll come
back to this one.
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