
Introduction
Everyone of us has written an adventure. Unfortunately
most are not beware of that and the reason for this cannot be
found in alcoholic beverages. Most GMs have spend much of their
spare in the creation of an adventure, carefully creating scene
after scene, balancing the whole plot, inventing new creatures,
places and spells. Others prefer to buy ready made adventure,
where almost every aspect is covered and dealt with. Another
way is to use small adventure hooks or scenarios that are filled
with life. All of them have something in common: They are not
perfect! No matter how much time you spend on an adventure,
how much money you invested in a supplement or how good you
know your players, there are situations where you have to come
up with your own ideas, you have to improvise. Your players
are human beings and their actions can hardly be predicted (otherwise
everyone would make a
million on the stock exchange). This improvisation is the first
step to create an adventure, although only small parts of an
adventure are improvised, a huge world of new adventures are
behind the veil and all that is necessary is to lift it.
Even players create adventures. Roleplaying is
not a one-way-street. Instead players manipulate the world they
play in - sometimes metaphorically, sometimes literally. I remember
an adventure where my PC - unintentionally - killed the princes
he wanted to rescue; just image all the possible adventures
afterwards. These are also the first steps to create new adventures.
There are hundreds of good adventures on the market
- and probably thousands of bad ones. This article is meant
to show you some of the possible ways to create good adventures.
It does not guarantee a good adventure and the one's that are
made need constant modification during game-play. Even if you
fail spectacularly, you should not hesitate to try again.
To create an adventure all you need is a pen and
a pencil. A rulebook may be nice, but it is not necessary.
First steps
The first step is always the hardest. The first
step involves to sit down and try. Sometimes you will have hundreds
of possible ideas and none the following day. You cannot do
anything against that. Even great authors had times where they
could not come up with even an average idea. The best way to
deal with a blockage is to do something else: Visit friends,
go into a pub, watch TV, read a book, but do not try to force
it. It would not work anyway. Discipline is of course another
thing. When you really want to start writing an adventure, it
is necessary to work on it. Work does not always involve pleasure.
It also means sweat and tears. A good rule of thumb is to sit
down once a week for a few hours to read what you have written,
change
it where necessary and develop the story a little bit further.
Most adventures are not finished, because the authors just wanted
to interrupt it for a while and never came back. To come up
with a coherent storyline means that you need to have a more
or less constant stream of thought in your head.
Some people want to have everything finished in
their heads. Every encounter, every place, every character.
If you are able to do this fine. Most of us, including myself,
however start with little more than a rough idea.
Starting a story can be done in various ways.
I guess most people start with a plot. They do have an idea
what should happen. The danger of this method is that the whole
thing is too much centred around the main plot. The author loves
the plot so dearly that he does not want to spoil it with side
plots. Adventures done in this way haven often the tendency
to be too rigid, they lack flexibility. The biggest advantage
of this method is that the story often has a nice climax. Since
the plot the most important aspect, the authors pay much time
on the progression and too keep a constant tension.
Another way to do it, is to start with a single
character, generally a NPC. This often involves great clockwork
like conspiracy in the background. This method has some big
disadvantages. The one is, that the author becomes so fond of
this main character that he/she/it appears to be omnipotent.
No matter how hard the players try, it is impossible to kill
or abuse him/her/it. The author often identifies himself with
this character and some
even feel insulted when a wit player points out some stupid
action of the character. Another drawback is that the players
may feel as if they are no longer able to manipulate the world.
Although this feeling is fine in some scenarios, it is very
difficult to maintain and most players will just get bored.
A third handicap is that the mentioned clockwork conspiracies
are
never revealed. They may be grant and impressive, but they are
worth nothing if no one is interested or if it is impossible
to reveal even the tiniest bit of them. When you have built
these great constructions of intrigue in the background of an
adventure, the players should at least have an idea that something
is going on or should be able to reveal a small bit and makes
it impossible to fully comprehend it, but possible to have an
idea that something is going on. The advantage of this method
is that the main character is generally fully crafted, often
paralleling the PCs. Unfortunately most other characters lack
this complexity and are reduced to comic style stereotypes.
The X-files TV-series are a good example of this method, James
Bond movies are not.
A third, and in my opinion best, method is to
start in an evolutionary way. A simple character or event is
the starting point and they develop the story. Let the characters
develop and make small events that may eventually lead to big
ones. The biggest danger of this kind of method is that it gets
boring. The plot progresses and everything is nice and fine,
but nothing
spectacular happens. The biggest advantage is that the characters,
events and places appear convincing.
A fourth method is a singular event. Although
this gives a big chance for the end of the adventure, it has
the tendency to be rather blatant and exaggerated in the end.
Another possible method, although I have never
seen anyone using it, are maps. Probably it is just me, but
I have hundreds of roleplaying maps. When I read the names I
always try to imagine the place and the people living there.
Therefore it may be possible to start with a map. However I
only find this advisable in cases where you plan a large scale
campaign and not just a single adventure.
These are nothing than possible methods. There
is no golden way or perfect solution. It not only depends on
your personal preference, but also on the adventure. When the
adventure should take place in a city it is better to centre
around a character or plot, when it takes place in the wilderness
an evolutionary process may be better suited.
The first thing you have to determine before starting
is the place. Not so much the exact place, but the general places.
Adventures can be set in dungeons, cities or the wilderness
or any combination of the three. This is personal taste and
of less importance to the general approach, although the possibilities
are different. When I say place here, I mean the general
character of the adventure, although such character is general
combined with a specific place. Some people like dungeon-bashing,
but it does not have to take place in a dungeon. City here represents
a low-combat setting with much investigation. Wilderness is
between the two. You can very well have wilderness adventures
in a dungeon and hack-and-slay in a city. A nice thing here
is to surprise the players. When you send them in a dungeon
everyone
will be packed with extra arrows, spare swords and thick armour.
Now confront them with an investigation and they will be surprised.
Which brings me to another issue: Surprise. In
my opinion the most important aspect of any adventure. Clichés
and stereotypes are good, but surprises are better. They are
often what makes a good adventure a great adventure. Nothing
is worse than an adventure that can be foreseen after the first
ten minutes of play.
