Wednesday, March 17

Mapping out you adventure pt 4

In the previous posts, I've been looking at a way how to design an adventure using a relational diagram. This is a snapshot of the situation so far, but it's still not a playable adventure. We are almost there, but I'd like to add some more seasoning and presentation.

First of all, the main conflict here is of course if the wizard manages to perform his ritual or not, but there are other conflicts. For instance, will the dwarves let the player characters investigate the theft of the crown?

Before trying to run this, I'd note down a few things more. One of these things are key scenes. What can you do to kick-start the module? Look for a situation that seems filled with drama and excitement, and have that as your adventure starter.

Then try to find other situations as well to use as exciting scenes. These scenes are key-points in the characters discover of the situation as a whole.

That leads us to the next point: Add clues!

Using the word "clues" implies that this is a mystery, but in this context, it's all things that shows more of the situation as such. There is a tendency among GM's (at least from my experience) to be rather sparse with clues that reveal the inner workings of his plans.

Believe me, that is a mistake! My advice would be to include 2-3 clues for each relation that isn't completely obvious (but add some there as well just for the sake of it). Looking at the diagram, we see a number of different relations that can be discovered. We can include an old bard that sings about how the wizard was defeated the last time by the guardsman, we can give the guardsman a scar over his face from the last battle and we can say that he patrols the area where the wizard had his tower last time a lot.

More clues doesn't equal a more boring or predictable world, it means a more rich and living world.

So, finally, with the diagram, a bucketful of clues, some exciting scenes (including a few combats), we are ready to go.

And, one last thing: Don't forget to use player input. Sometimes they come up with ideas that are a lot better than your original idea was.. in that case, go with that idea and toss your own out the window.

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