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adventures
Malin Freeborn edited this page Apr 24, 2020
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There are a limited number of ways one can write an adventure. Let's start with the famous railroad model:
PCs Get a Quest |
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Part 1 |
Go to Part 2 |
Go to Part 3 |
Go to Part 4 |
Go to Part 5 |
Boss fight |
The tell-tale signs you'll find here are sentences like 'when the PCs reach the village', or 'when the PCs find the item'. Basically, anything beginning with 'when the PCs...', because that's making an assumption about the players' decisions, and that assumption will push the GM into making sure the PCs follow through with the suggestion.
The entire structure's a classic trap people fall into from watching films, or playing computer games, and classically, it does not produce an interesting game.
A festival lets people in one entrance, has a bunch of shows to see, then spits them out the other side.
PCs Get a Quest |
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Encounter 1 |
Encounter 2 |
Encounter 3 |
Encounter 4 |
Boss fight |