Creating an Adventure 

                                Mark Green 
                          markgreen@almac.co.uk 


Making an Adventure. A few notes for DM's.

These  are some thoughts put to paper and may/may not  be
original. They should in all cases be taken as IMHO.  The
theme I am addressing is "How do I make up an adventure":

The basic plot for an closed-system adventure can be
reduced  to: Problem, Piecing together a solution,
Solution. The basic plot for an open-system adventure can
be   reduced  to  :  Introduction,  Sequence  of  Events,
Resolution, Progression to next Sequence. Most  campaigns
probably  run  an  open-system composed of  many  closed-
system  adventures,  each of which  is  considered  as  a
discrete event.

Closed-System Adventures

The  best starting points from which an adventure can  be
derived are People, Place and Time:

(a) Key Character(s)
(b) Key Environment(s)
(c) Key Event(s)

(a)  So, you might think of a character, such as  an  old
dwarf.  Visualise the appearance first, and you may  find
the  character  will emerge from that, as well  as  their
history  (why,  they  got that scar  on  their  ear  from
falling off a Pony when they were young, thus making them
scared  of heights). From that history may come  the  tag
for the plot-line. For example, our ancient dwarf needs a
certain  stone that can only be mined from a  huge  sheer
cliff-face.  The  characters are hired  to  do  this,  or
perhaps  tricked  into it, as he is  also  poor  (when  I
visualised him, he was wearing dreadlocks and a  tattered
cloak).

(b)  The  environment can be standard,  standard  with  a
twist,  or downright unusual. The standard (from Tolkeins
mines  of  Moria),  is  the dungeon crawl  or  wilderness
adventure. Try taking a standard environment and  turning
it on its head. For example, a Water-based adventure on a
series   of  lakes,  but  the  lakes  have  been  frozen.
Therefore  lots of opportunities for sliding mages,  ice-
skating thieves, snowball-throwing goblins and even ogres
hidden  in  snowmen?!  The  above  example  could  be  an
adventure entirely conducted on a cliff-face (watch those
birdies...).  A  more  unusual  environment  might  be  a
strange  root system under a giant tree, in which various
occupants live, or one of the alternate planes (watch out
for Star Trek themes here).

(c)  Key  events  can take place before, during,  or  are
being  led up to during the adventure. A key event  might
be  the  change of Mayor in a town, which occurs a  month
before the party arrive. This simple event might lead  to
all  sorts  of  speculations for designing  an  adventure
(does the mayor raise the taxes? Why? Oh, it's to pay the
ransom for his son, kidnapped by ...). A key event during
the  adventure might be "half-way through this adventure,
the  Centaur  the  party have met will  be  killed  by  a
poisoned arrow". The adventure can be then developed both
ways  from that (before the event and after). Events that
are  building up promise the most adventure, but tend  to
be  harder for the DM to run. If the characters take Plan
1  instead  of  Plan 2, can the event  still  happen.  If
taking  this  course, try to allow flexibility  into  the
design for any alternate sequence of events. Having  lots
of  separate  plots helps, as you can  always  allow  the
party  to  move  from one to another if they  prematurely
foil a certain event from taking place (as they should!)

Open  System Adventures are in the widest sense the whole
campaign,  and  in  a lesser sense,  a  set  of  distinct
adventures  which have overlaps, whether they be  because
the  same characters are involved, the same theme, or the
same  NPC's  from one adventure to another. They  can  be
divided for convenience into the following cyclic stages:

(a) Introduction
(b) Sequence of Events
(c) Resolution
(d) Progression to next sequence of events

The  introduction to an open adventure should  contain  a
few  anchors  into  the  DM's projected  future  for  the
campaign. That is to say, if you want Dragons at a  later
point,  why not introduce some object now that will  have
no  use until later when they meet such things? This will
eventually  increase  the  players'  perception  of   the
consistancy of your world, even if you have  to  wing  it
sometimes!  Have an NPC mention something in passing,  or
have  the  characters see an event,  that  will  have  no
import until three adventures down the line. It isn't  as
hard  to  do as it sounds, and you can always "retro-fit"
meanings to prior events.

The  sequence of events can be quickly sketched out as  a
time-line or simple list. What you need to know  at  this
stage  is  *why*  the characters will  be  at  particular
points  at particular times doing whatever (to whom)!  If
the rest of your closed system adventures flow from that,
you will find that they flesh out the overall picture and
provide feedback to it as well.

Resolution  comes about when a particular  adventure  has
been closed. It should be obvious to the players what  to
do  next,  and  they  should  be  breathless  to  get  it
accomplished.  If  neccessary,  use  the  Hercule  Poirot
device  of  having a Sage NPC provide a  summary  of  the
characters' adventure, and prompting questions.  This  is
also  a  useful  device  for getting  feedback  from  the
players in character.

The  progression to the next sequence of events  (usually
another   closed   adventure)  can  be   facilitated   by
commencing  the  adventure "some days  later...",  as  in
"Some days later, after your succesful raid on the Temple
of  Entriopia, you reflect on the words of the Sage,  who
spoke  of the Astral Linkage between the Temple Bell  and
the mountain known as the Howling Hag, in the barrens  of
the North. Could this be where the Gladiok Harj  you seek
was located, after all?" (heavy hint from the DM here  if
neccessary).

An example of making up an adventure, with Green's DM Design
Tip Number One included absolutely free of charge:


(a) First, let's decide on an event. How about (as its in
the news at the moment; and the world of current affairs is
a source of more fantastic stories than sometimes grace the
insides of fantasy novels) a Temple that is allowing female
initiates to join for the first time. Right. That
immediately leads to a NPC, being a female initiate who
wants to join that Temple. Right. That only leaves the
environment. How about (a quick look around my office
reveals a poster of a beach and a picture of a Samurai
Warrior, which leads to ...) a coastal area, which is used
by various monsters as a (holiday resort? Too silly,
perhaps) combat area. The Temple is up on a pinnacle of rock
surrounded by sea (drawing on my memory of a nearby beach).


This quick example demonstrates where ideas may be found;
the news, one's environment, and one's own memories. It also
leads to further research, as in what creatures inhabit
coastal areas, what myths relate to mermaids, and so forth.
Lots of "outward pointing" learning, as an antidote to too
much inhabiting an inner-world.


Now for Green's DM Design Tip Number One : If suffering from
DM's block, open a dictionary and choose a few words. As
well as all that valuable learning, many of my best
adventures originally sprang out of this wonderfully handy
list of words! Here's a real example from today, whilst I
was looking up the word "adventure" to see where it come's
from (and it means 'chance' amongst other things, which is
what the players should feel; that they have a chance of
winning against the odds, but only that). Two words on the
same page caught my eye, and became:


The Adytum of the Aeons. A sacred temple complex dedicated
to a deity whose prime concept is eternity and the division
of time. Thus, lots of clockwork designs, timed traps, and a
sense of going back through time as the temple is
penetrated, with more ancient weapons, creatures, artefacts
to be found the closer to the centre the party delve. The
central treasure might be a sacred timekeeping instrument
with relevant magical powers.

Have fun!
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 * 1st 1.11 #5129 *