In late 2017, I wrote a couple articles for EN World discussing some lessons about adventure design I took from “How To Write Adventure Modules That Don’t Suck” from Goodman Games. You can find those two articles here and here. It’s a cool book containing a couple dozen essays on adventure design from a wide range of authors. And an original rpg encounter accompanies each entry in the book to illustrate the principles and tips discussed in each essay.
The format packs a one-two punch that often unearths valuable insight into adventure design, but it also yields some uneven results here and there. Not every encounter will prove useful to all game masters, but most are generic enough to fit easily into virtually any fantasy rpg system, and a few of the encounters work with science-fiction elements and settings. With a pdf version available for fairly cheap, I’m confident that most gamemasters would get some value out of the product.
But a discussion of “How To Write Adventure Modules That Don’t Suck” should highlight at least one of the encounters detailed in the book, and I originally intended to do so. However, that section of the article didn’t make the final cut due to an unexpected change in word count. So here, on my personal blog, I’m going to post what I originally planned to write about my favorite single encounter detailed in the book.
“Water’s Garden Shop” by Jean Rabe stood out for its delightful tone and creativity. The encounter assumes that the player characters have been asked to look after a quirky shop in the market district of a fantasy city while the owner is away. Events gradually take a turn toward the bizarre as escalating crises are unleashed on the party. The shop sells all manner of fantastical gardening supplies, plants and small pets, from carnivorous flowers to an intelligent frog who loves to discuss local politics and tasty insects.
The beautifully detailed encounter follows an essay by Rabe on the use of all five sense to immerse the players in the game, and “Water’s Garden Shop” packs plenty of sensory stimulation. The fish tanks bubble musically, the air feels tropically humid and the flowers dazzle in vivid color. Nearly everything in the shop features a magical twist, sometimes readily apparent but occasionally hidden for the player characters to discover. The encounter would serve nicely as a whimsical break for adventurers weary of grim dungeon crawls and marauding orcs.
So I salute you, Jean Rabe, for a lovely bit of adventure design. I hope I can find an excuse to get it on the table someday. I got a lot of mileage out of “How To Write Adventure Modules That Don’t Suck.” Pick it up if you’re like thinking about adventure design and could use some inspiration.
Showing posts with label adventure design. Show all posts
Showing posts with label adventure design. Show all posts
Wednesday, January 3, 2018
Thursday, November 30, 2017
Itching for a Fight
The Star Trek Adventures core rulebook emphasizes that violence should be used only as a last resort for Starfleet crews, and rightly so. Star Trek has always featured heroes that prefer to think their way out of fights rather than immediately firing phasers. But sometimes a good fight makes for an exciting story (and an opportunity for a scene or two of Captain Kirk with a torn shirt).
My home gaming group began “Signals,” the adventure included in the free Star Trek Adventures quickstart guide, during our last session, and the story left off just as the Player Characters crashed a shuttle on the surface of a planet after encountering an electromagnetic storm. The players quickly learned a crew of Romulans also had crashed on the planet, and a fire fight had just broken out between the Romulans and the Player Characters as we ended our session.
To prep for our next game, I reviewed the section in the core rulebook dealing with combat and put together some notes to make the fight as dynamic and engaging for my players as possible. Below, you’ll find my expanded guide for the encounter. Feel free to adapt it for your own campaign.
Setting the stage (Gamemasters may read or paraphrase the following text to start the scene): You regain consciousness unsure of how long you were out. It could have been mere moments or it could have been longer. As your vision clears, you take in the interior of the shuttlecraft, which clearly sustained major damage in the crash landing. The few computer consoles that appear functional flicker, and instruments lie scattered throughout the cabin. A quick check of the propulsion system shows the engines are completely offline. This shuttle isn’t going anywhere without repairs.
Once the Player Characters have gathered their wits and examined the interior of the shuttle, they’ll likely open the shuttle’s hatch to find out what’s going on outside. Once that happens, the Gamemaster should read or paraphrase the following:
The hatch opens onto a rocky, arid plain beneath a red sky swirling with bright discharges of electromagnetic energy. Jagged formations of rock dot the landscape, and the shuttle has left a trail of wreckage strewn around the crash site. Without warning, a sizzling bolt of disruptor energy blasts the ground immediately in front of you and a voice cries out, “That’s far enough, Starfleet! We’ve already claimed this planet in the name of the Romulan Star Empire. We hereby order you to drop your weapons and turn over your spacecraft.”
A trio of Romulan soldiers has trained disruptors on the Player Characters from long range. Two of the Romulans lie prone behind a crag while the third stands nearby, but still remains within reach of the crag and benefits from the cover it provides. It’s the standing Romulan who shouted for the Player Characters to surrender. These Romulans were part of a crew of scoutship crew who crashed on the planet while investigating a powerful alien energy source they’re interested in harnessing as a weapon. They do not intend to allow Starfleet to claim the energy source and will not negotiate with the Player Characters, making combat likely.
The crags behind which the three Romulans take cover grant 2 [CD] resistance. Targeting the lone standing Romulan for a ranged attack requires a successful Difficulty 2 Control + Security Task. However, successfully making a ranged attack against the two prone Romulans from medium range or further requires a successful Difficulty 3 Task. Additionally, the two prone Romulans may re-roll any number of their Cover dice. However, successful attacks against prone Characters from close range generate two bonus Momentum. The Romulans will stay close to the crag and take advantage of the cover, popping up on their turns to fire disruptor blasts at the Starfleet crew.
A chunk of wreckage from the shuttlecraft came to a rest not far from the rear hatch of the shuttle, and Player Characters can easily take cover behind the debris, granting 2 [CD] resistance. The wreckage lies in the zone adjacent to the shuttlecraft’s hatch, meaning it’s a medium-range distance from Player Characters inside the shuttlecraft. If Player Characters take two of the three Romulans out of the fight, the third will retreat on foot back to the Romulan crash site, where several more of his comrades await.
Currently stranded on the planet, the Romulans intend to steal the Player Characters’ shuttlecraft to get back to Romulan space. They also recognize the value of Starfleet hostages and will attempt to capture the Player Characters rather than kill them. If they succeed in subduing the Player Characters, or if the Player Characters surrender, they may try to contact Starfleet to negotiate a way off the planet.
Gamemasters may consider spending Threat in the following ways during this confrontation:
1. Reinforcements. Gamemasters may summon more Romulan soldiers to arrive on the battlefield by spending 1 Threat for each additional Romulan agent.
2. Environmental effect. Gamemasters may spend 2 Threat to trigger a power surge that overloads several of the computer consoles inside the shuttlecraft. Any Characters remaining in the shuttlecraft when the overload occurs take 2 [CD] stress damage due to exploding equipment.
3. Complication. Gamemasters may spend 2 Threat to create a highly localized electromagnetic discharge that causes all electronic equipment – including phasers, tricorders and communicators – in the affected zone to cease to function. This discharge appears like a bolt of lightning that strikes the ground and creates intensely localized electromagnetic interference for several seconds. Characters may repair affected equipment with a successful Difficulty 2 Control or Daring + Engineering Task.
Resolution
If the Player Characters manage to take any of the Romulans captive, they must complete a Difficulty 4 Persuasion Task to gain any useful information. These Romulans have received training in how to withstand interrogation. However, if the Player Characters succeed in convincing the Romulans to talk, they may learn the following information:
1. The Romulans came to the planet three days ago to secure the powerful alien energy source and evaluate its usefulness as a weapon.
2. The Romulan scoutship crashed after encountering intense electromagnetic interference in the upper atmosphere of the planet.
3. There is a settlement near the energy source that is protected by some sort of energy-reflecting technology, making it difficult for sensors to penetrate the area. The Romulans have made several preliminary incursions to test the settlement’s defenses but have not yet settled on a strategy for a full-on assault.
If the Romulans won the encounter, they take the Player Characters captive and march them back to a camp near the Romulan scoutship’s crash site. The Romulans then pump the Player Characters for information regarding the strange alien power signature and the Shackleton Expanse. The Player Characters will have to come up with a plan to escape from the Romulans. If they’re slow to attempt an escape, the Nelbinar miners, who live in the nearby settlement, may provide an opening by staging a sneak attack on the Romulan camp.
My home gaming group began “Signals,” the adventure included in the free Star Trek Adventures quickstart guide, during our last session, and the story left off just as the Player Characters crashed a shuttle on the surface of a planet after encountering an electromagnetic storm. The players quickly learned a crew of Romulans also had crashed on the planet, and a fire fight had just broken out between the Romulans and the Player Characters as we ended our session.
To prep for our next game, I reviewed the section in the core rulebook dealing with combat and put together some notes to make the fight as dynamic and engaging for my players as possible. Below, you’ll find my expanded guide for the encounter. Feel free to adapt it for your own campaign.
Setting the stage (Gamemasters may read or paraphrase the following text to start the scene): You regain consciousness unsure of how long you were out. It could have been mere moments or it could have been longer. As your vision clears, you take in the interior of the shuttlecraft, which clearly sustained major damage in the crash landing. The few computer consoles that appear functional flicker, and instruments lie scattered throughout the cabin. A quick check of the propulsion system shows the engines are completely offline. This shuttle isn’t going anywhere without repairs.
Once the Player Characters have gathered their wits and examined the interior of the shuttle, they’ll likely open the shuttle’s hatch to find out what’s going on outside. Once that happens, the Gamemaster should read or paraphrase the following:
The hatch opens onto a rocky, arid plain beneath a red sky swirling with bright discharges of electromagnetic energy. Jagged formations of rock dot the landscape, and the shuttle has left a trail of wreckage strewn around the crash site. Without warning, a sizzling bolt of disruptor energy blasts the ground immediately in front of you and a voice cries out, “That’s far enough, Starfleet! We’ve already claimed this planet in the name of the Romulan Star Empire. We hereby order you to drop your weapons and turn over your spacecraft.”
A trio of Romulan soldiers has trained disruptors on the Player Characters from long range. Two of the Romulans lie prone behind a crag while the third stands nearby, but still remains within reach of the crag and benefits from the cover it provides. It’s the standing Romulan who shouted for the Player Characters to surrender. These Romulans were part of a crew of scoutship crew who crashed on the planet while investigating a powerful alien energy source they’re interested in harnessing as a weapon. They do not intend to allow Starfleet to claim the energy source and will not negotiate with the Player Characters, making combat likely.
The crags behind which the three Romulans take cover grant 2 [CD] resistance. Targeting the lone standing Romulan for a ranged attack requires a successful Difficulty 2 Control + Security Task. However, successfully making a ranged attack against the two prone Romulans from medium range or further requires a successful Difficulty 3 Task. Additionally, the two prone Romulans may re-roll any number of their Cover dice. However, successful attacks against prone Characters from close range generate two bonus Momentum. The Romulans will stay close to the crag and take advantage of the cover, popping up on their turns to fire disruptor blasts at the Starfleet crew.
A chunk of wreckage from the shuttlecraft came to a rest not far from the rear hatch of the shuttle, and Player Characters can easily take cover behind the debris, granting 2 [CD] resistance. The wreckage lies in the zone adjacent to the shuttlecraft’s hatch, meaning it’s a medium-range distance from Player Characters inside the shuttlecraft. If Player Characters take two of the three Romulans out of the fight, the third will retreat on foot back to the Romulan crash site, where several more of his comrades await.
Currently stranded on the planet, the Romulans intend to steal the Player Characters’ shuttlecraft to get back to Romulan space. They also recognize the value of Starfleet hostages and will attempt to capture the Player Characters rather than kill them. If they succeed in subduing the Player Characters, or if the Player Characters surrender, they may try to contact Starfleet to negotiate a way off the planet.
Gamemasters may consider spending Threat in the following ways during this confrontation:
1. Reinforcements. Gamemasters may summon more Romulan soldiers to arrive on the battlefield by spending 1 Threat for each additional Romulan agent.
2. Environmental effect. Gamemasters may spend 2 Threat to trigger a power surge that overloads several of the computer consoles inside the shuttlecraft. Any Characters remaining in the shuttlecraft when the overload occurs take 2 [CD] stress damage due to exploding equipment.
3. Complication. Gamemasters may spend 2 Threat to create a highly localized electromagnetic discharge that causes all electronic equipment – including phasers, tricorders and communicators – in the affected zone to cease to function. This discharge appears like a bolt of lightning that strikes the ground and creates intensely localized electromagnetic interference for several seconds. Characters may repair affected equipment with a successful Difficulty 2 Control or Daring + Engineering Task.
Resolution
If the Player Characters manage to take any of the Romulans captive, they must complete a Difficulty 4 Persuasion Task to gain any useful information. These Romulans have received training in how to withstand interrogation. However, if the Player Characters succeed in convincing the Romulans to talk, they may learn the following information:
1. The Romulans came to the planet three days ago to secure the powerful alien energy source and evaluate its usefulness as a weapon.
2. The Romulan scoutship crashed after encountering intense electromagnetic interference in the upper atmosphere of the planet.
3. There is a settlement near the energy source that is protected by some sort of energy-reflecting technology, making it difficult for sensors to penetrate the area. The Romulans have made several preliminary incursions to test the settlement’s defenses but have not yet settled on a strategy for a full-on assault.
If the Romulans won the encounter, they take the Player Characters captive and march them back to a camp near the Romulan scoutship’s crash site. The Romulans then pump the Player Characters for information regarding the strange alien power signature and the Shackleton Expanse. The Player Characters will have to come up with a plan to escape from the Romulans. If they’re slow to attempt an escape, the Nelbinar miners, who live in the nearby settlement, may provide an opening by staging a sneak attack on the Romulan camp.
Monday, October 16, 2017
Dreaming of the Final Frontier: I'm officially a published Star Trek adventure writer!
Remember that episode of Star
Trek: The Next Generation where Data experiments with dreaming? He
sees a series of disconnected visions that include a blacksmith and a bird's
wing and then he has to piece together what those symbols mean. It's trippy
stuff.
Well, one of my own dreams recently came
true, and it's got its own Star Trek twist. A tabletop rpg adventure
scenario that I conceptualized and wrote will appear in an officially licensed
Star Trek book. For a lifelong Trekkie and tabletop enthusiast, it feels like I
just got promoted to captain of the Enterprise after only recently graduating
from Starfleet Academy.
My adventure, titled "Biological
Clock," is set to ship as part of a beautifully designed hardcover
collection called These Are The Voyages: Mission Compendium Volume1. The pdf is available now for a measly $15, and it's been a
consistent top-5 seller at DriveThruRPG.com since it was released
several weeks ago.
The book, published for Modiphius
Entertainment's brand-spankin' new Star Trek Adventures rpg, also
features seven other fascinating scenarios ready for your table. So please beam
over to your nearest game store and ask about STA. You won't regret it.
"Biological Clock" poses an
ethical dilemma for a Starfleet crew who make first contact with a pair of new
species on an unexplored world. Does the Prime Directive allow the players to
intervene in a situation where one intelligent species appears to enslave
another? Can the Starfleet crew find a way to communicate with a race of aliens
who originate beyond the confines of space and time? Well, that's up to you and
your gaming group to decide.
I can't stress enough how grateful I am
to Star Trek Adventures line editor Sam Webb for his guidance throughout the
process of making "Biological Clock" a reality. It was an incredible
thrill to see my name listed as an author on such a great-looking and
well-designed book.
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