Adventure
Encounter Formula: challenge(combat, social, puzzle) + unique element + way to advance even with failure = successful encounter
act 1 (short)
inciting incident plot turning point leads to
act 2 (long)
conflcht plot turning point leads to
act 3 (short) coda (optional set up next episode
http://www.roleplayingtips.com/articles/how_to_maintain_game_consistency_for_right-brain_GMs.php
Visualize scene - vivid mental picture with much detail, try from antagonists point of view
Overall Colour - warm cool, dark light, bright grey
Highlight Colour - complementary to fit, contrast to not.
black contrasts with yellow red orange yellow-green, white the opposite unless mixed with white, like light-blue
Light Quality - harsh, soft, pale, spectral, haunting, radiant Shadow Quality - instead for dangerous/sinister/mysterious
Principale Shape -
Texture - Withered, Craggy, Smooth, Dimpled, Pockmarked, Grainy, Cracked
Mood of the Scene -
Save Detail for Later - If a character would have noticed something that you have omitted from the scene description, then whenever that detail becomes relevant—either to the discussion or to a different scene or person—simply announce, “Something that [character name] noticed earlier now becomes relevant,” and go on to supply the pertinent details.
Less Detail - “There is a grove of twisted trees surrounding a stone structure of large granite blocks. The structure is a tall spire with lots of spikes sticking out irregularly around it.
On the western side there is a doorway with a heavy stone door inset slightly with a jagged surface. Over the roof is a twisted motif that looks foreboding. It’s cold and wet and smells of decay. Insects scuttle over its surface, disturbed by some nameless dread. You hear no birds or wildlife.
Several feet in front of the door is a statue of a youthful warrior in chain mail and leather. His open-faced helm has the same symbol that you saw on top of the doorway. He carries a large, round shield, and has a drawn long sword with several nicks along the edges. His beard is about 6 inches long and knotted into two pigtails. He is carrying a bulky backpack and the shape of cooking gear can be perceived inside of it.
He also has a number of daggers in sheaths placed here and there around his body. In front of the statue are the remains of a long-dead campfire, beside which a few rags linger. To one side of the rags is a blue-green gem about 1/4 inch in length in a spindle shape.”
By the time you finish the description of what the figure is wearing, you have started to forget that it’s a statue, and by the time you’ve mentioned the gem, the fact that the trees are twisted and knotted has completely vanished. As a result, the characters are reacting to the details, not to the totality of the scene.
Reworking this example using the techniques described by this article ignores the details and instead gives the impressions of that totality:
“Trees writhe in knots, and leaves of a dark green surround the clearing. A twisted tower of heavy grey blocks bears a vine-like motif. Deep black shadows conceal the details of a grey statue of a young warrior bearing the same symbol. Thorns seem to protrude from the tower, adding to its plant- like shape. Insects scuttle, disturbed by some nameless dread. A long-dead campfire, a blue-green gem, and some knotted rags beside the statue add to the feeling of decay.”
1 card per scene
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Description
The point of this scene
How does success advance story
How does failure advance story
1 card per location
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Few words bulleted
Light level
Climate
Dominate colors
Sights
Sounds
Smells
Texture
Taste
Something evocative
1 card per NPC
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Frontside stat card
Backside
height weight age
features
face
dress
motion
voice
demeanor
typical quote
Clever Title¶
Dungeon Prep Checklist¶
rpttips #339
Here is a checklist for underground complexes or any type of structure the party can explore.
Rivals¶
From rpgtips #339
At some point every party will start getting rivals. Rivals should usually be treated like minor villains. They should not be more powerful than the PCs, and generally will just be out to make things difficult for the PCs or cause them to lose face.
This is a type of villain the party will need to fight in a different way.
Allow for rivalry to start due to misunderstandings as well.
Example: the party has had problems with their rival sweeping in at the last second to steal their glory and treasure. As a result, their rival is getting rich with little work, but isn’t earning much experience. Eventually the rival follows the party into a spot where he cannot handle even the most trivial threat, and must be rescued. Alternately, the rival is a loudmouth about his successes, and the villain of a campaign assumes that he and not the PCs are the primary threat.
Adventure Ideas¶
Scam like in “the Good, the Bad, the Ugly” Dragon and knight. Dragon terrorized knight offers to save village. Rinse and repeat.
Bard wants revenge, leaves rhymes puzzles, bombs to kill and murder destroy the person wronged him, merchant, ship caravan. [from Charlie’s Angels episode]
Against the “Giants”¶
Not much like the AD&D G series, some Gullivers travels in there. “Giants” are human sized. The players are tiny.
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little people(hobbits) say foot high vs humans
mice (sized) vs humans
kobolds vs everyone
fairies vs everyone
Escape¶
Inspired by X-Files episode I’ve never seen. S&M get trapped in a fungus or mountain or something and keep thinking they’ve escaped only to find out it was a hallutionation created by the ‘fms’.
Mix of that escaping/dying/waking up and States of Being fragments of one’s beings mind.
The characters are similarly unknowingly trapped. GM has great fun evilly slaughtering them and making them think they failed in the first 15min only to awake at their starting point. Continue through several iterations. During which a talented GM slowly reveals that the characters are bits of sub-conscious from a single entity and the things that kill them or how they die trying to “escape” reveal what’s wrong with the entity (in coma say) and what to do about it. Lots of details to work out but I think I’m not good gm for this. My secrets and clues are bi-polar; insanely obscure or patently obvious.
Candy Land¶
Players transported there after massive battle/gore fest
syrups heal real world damage, but not candyland damage
candy train
Beasties¶
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Umpa Lumpas!!!
Sugar queen
Gingerbread soldiers of the Sugar Queen
PEZ launchers as artillery
Peeps - enslaved by Sugar Queen, mine sugar
Sugar Plum Fairies
Marshmallow giants
Jellybean giant/golem
Choco bunnies
Animal crackers roaming the plains
Gummy worm/bear monster
Candy snake
Flora¶
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Weeping willows with dots for leaves
Sugar straws marsh plants
Bon Bons as mushrooms with magic effects
Frosting flowers
Lollipop trees
Cotton candy trees
Environment¶
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Snows powdered sugar
Gumdrop hail
Geography¶
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Sugar plum forest
Chocolate falls
Pez brick road
Hotfudge pits, like tarpits trap the animal crackers
Mellow marsh
Butterscotch swamp
Candy corn fields w/ chocolate, strawberry milk cows
Ice cream flows/floats
Volcano spews molasses & red-hots
Rock candy grotto
Taffy trap
Jellybean boulders
Fountains of flavored syrups italian sodas
Sugar queens castle/tower
