The mood
The general mood of an adventure is of great importance.
Although some people think that it is predetermined by the game,
which is why Warhammer Fantasy RP is always associated with
dark fantasy and AD&D with dungeon bashing. This is false.
The mood is determined by the GM and the adventure. Just because
the rulebook reads of grim world, does not mean of how the adventures
will look like.
Take the computer game Discworld as an example.
The first part was very close to the novels, very funny and
full of absurdities. Then take a look at Discworld:Noir. Totally
different. If you like AD&D and want to play in a dark fantasy
environment, just do it. It is not necessary to buy a new rulebook.
The general mood has a big impact on the game
itself. When it takes place in a so called dark fantasy environment,
the players are often much less likely to trust anyone. When
you set it in a world full of powerful magic and chivalry, they
are much more self-confident.
What you prefer is up to you, but it is necessary
to think about the mood before the game starts. It is plainly
stupid to create an adventure full of dragons, balrogs and sorcerers
and then make them so powerful, that no PC can stand up against
them.
Also remember that the PCs have to be aware of
the general mood. Make it clear that they cannot have a "wish"
every now and then or you end up with dead PC and angry players.
The Plot
The plot is difficult to make. A good rule is
to keep it simple. Not that the players should be able to foresee
everything. There is a huge difference between simplicity and
blatancy. Shakespeare's plays are very simple: right versus
wrong, good versus evil. Everyone can understand them. That
is what makes them popular. You can hardly find a movie today
that is not following a very simple plotline. The general theme
needs to be simple. No one, not
even you, is able to present an adventure with three dozens
people intriguing against each other and having different aims.
Although the general theme should be simple, it
is difficult to make it appear complex. You can simply add a
few red herrings, but this will just distract from the plot.
Take for example a very simple plot, a knight that wants to
save the princess from the dragon. Quite simple. Now add a third
party, that is not caught in this good versus evil battle, but
whose aims partly contradict the aims of the dragon and the
knight. This makes it more complex, without adding much complexity.
Also remember that the simpler the plot, the easier it is to
follow. Otherwise every now and then the players need to be
briefed about the identity of different persons.
Most amateur adventures are much too complex. They add everything
they have in mind, hundreds of subplots and all their favourite
characters. This is okay with a novel, but a no-no for an adventure,
unless you are very good in which case you should think about
selling it. If you have written an adventure count every main
character and every main aim. Now compare these numbers with
that of a good professional adventure (e.g. Harlequin for Shadowrun
or Horror on the Orient Express for Call of Cthulhu). If you
exceed the number of the professional adventure by more that
five, reconsider the adventure.
A simple way to come up with a plot is to steal
it. Movies or books give enough material to exploit. The difficulty
however is that it should not be too obvious. Use allusions
and general themes, never ever simply copy a plot or a character.
There are too many "Gandalphs", "Gandafs"
or "Kandalfs" running around. If you for example create
or flesh out a religion or cult, it is good to take a look at
the various churches and cults in our world, it is bad and a
sign of a lack of imagination just to copy the roman-catholic
church. Don't do that unless you are really unable to come up
with something new.
Also avoid extreme turns in your story. Everything
changing from one side to the other is okay, but difficult.
The players may feel cheated. Plot changes should never ever
put the PCs at a disadvantage. That does not mean that their
situation should not change, otherwise it would not be a turn.
What I mean is that the players should not feel cornered.
Also avoid to bring every idea you have. Less
is often more. Subplots and red herrings are good, but they
are a distraction. The players not only have to think about
their own characters, but also of the NPCs, while at the same
time lacking your superior knowledge.
Use stereotypes and clichés. They make
your life much easier. A port tavern is easier to imagine if
it is greasy and run down, but hard if it has marble floors
and room service. As long as you stick to clichés, you
do not need a justification. Every player I know of wants to
find a weak spot in an adventure, give them little chance to
find one. But do not overuse clichés.
Otherwise the adventure is too blatant.
An advise I can give you is to keep the plot open.
It should be finished and everyone should know that the job
is done. But it is a good idea to keep some threads open. The
players will have interest in them, unless they are brain dead,
and, if you wish, you can add further adventures with one or
more thread running through all of them.
Do not try to make a funny plot. Even if you find
that something is hilarious, it is not sure if the players agree.
A great example is Discworld. The world has its absurdities,
but it is not outright funny. Neither are the characters. The
fun develops more out of absurd situation or
totally strange reactions towards certain circumstances. Never
ever try to force jokes, it will not be funny. Also playing
a funny adventure is often quite difficult and tiring. If you
are not very good at jokes in roleplaying, either avoid it at
all cost or use very small doses of jokes.
Try to avoid passages that need to be read out.
Although this is tempting, because it is convenient for the
GM and the author can present his ideas like he wants to and
not through the mouth of someone else, I think it is bad roleplaying.
And bad roleplaying should not be supported by adventures or
modules. If the GM has too read more than a few sentences or
lines, the game gets boring. If you want to hear people read,
run for parliament.
Your first adventure does not need to be epic
drama. Start with small ones. They are much easier and give
you better idea of what happens. You have more control about
the plot.
Do not create an adventure that requires a certain
class of PC or a certain skill. An adventure should be possible
to play by almost any combination of skills and classes. Otherwise
you restrict the possible audience too much or force the GM
to introduce a NPC that supports the players actively (see below).
The villains
The villains are the spice in your soup. They
transmit your ideas and the adventure. Craft them carefully,
but do not hesitate to kill them if necessary. The worst villains
are the Dr.Moriaty types. No matter how often and how hard you
kill them, they reappear. These villains should be left for
superhero comics and bad movies.
A good villain is one upon which death your players
have a feeling as if they also lost something. He should be
an integral part of the environment. A convincing background
is good. It is vital to have an idea of the general motivations
and psychological traits of the main villains, as wells as of
the good guys. Do not try to put the main characters into a
corselet. It is better to have an open character, where you
just have an idea what he will do in certain circumstances,
than a closed shop that moves on definite tracks.
Development is probably the key term for all NPCs,
probably with the exceptions of the absolute minor characters.
Especially the main character are more convincing if they develop
through the adventure, particularly in a longer adventure or
campaign. A self-confident arch-villain that could kill a village
with a quick flick of his wrist can become unsure about himself,
after the PCs have made a few severe blows.
It is not a bad idea to abuse a minor character
as a on-going joke. I remember a Shadowrun campaign, where the
PCs have knocked out a ticket inspector. Later in that adventure
they wanted to raid a flat in some run-down area of Seattle.
Unfortunately they got a clue wrong, forced a door open and
in front of them was a person with a familiar face, a broken
nose
and a black eye. Of course they hit him real hard with a trenchgun
and later, when one of the PCs had to go to the hospital, that
person reappeared, this time paralysed from the neck downwards.
I use them encounters not only for entertainment, but also to
provoke surprise and astonishment in my players. It is also
a good way to illustrate
consequences.

