CREATING ADVENTURES

The goal of creating adventures:
Crafting open-ended plots designed for Adventurers to wreck, overcome, and tell tall tales about in taverns for years to come.

How many ways can Adventurers take risks and have fun doing so?

The Dungeon Delve

Fantastic treasure awaits the hand of those brave and strong enough to seize it from deep within trapped ruins full of monstrous inhabitants.

Three Act Drama

Handed down from antiquity, the Three Act Drama introduces a hero and a problem in its beginning, follows the hero's steps to resolve the problem leading to a climax encounter and resolution.

Nine Act Drama

Adding depth to the Three Act Drama, David Siegel's Nine-Act Structure adds a setback and change of goal within the traditional act two, sending the hero first down the wrong path until discovering the crucial clue that sets them on the right path to the climactic encounter and resolution.

0. Someone toils late into the night.
1. Start with an image.
2. Something bad happens.
3. Meet the Hero.
4. Commitment.
5. Go for the wrong goal.
6. The reversal.
7. Go for the new goal.
8. Wrap it up.

Thwart Crimes

Dustin Andrews created the Conspiracies and Capers1) rules neutral system for investigation gaming for the 2014 One Page Dungeon contest, summarized here.

A villain plans a crime which the Adventurers work to stop before they can perpetrate the deed.

Before choosing the evil plan, be sure to review the Players' preferences and campaign constraints to make sure the evil plan doesn't stray into territory that makes Players uncomfortable.

A crime requires 3 things:

  1. Means
  2. Motive
  3. Opportunity

A Simple Plan?

  1. Mastermind concocts an evil plan (motive)
    • vs. people: Murder, Rape, Robbery, Assault
    • vs. property: Burglary, Theft, Vehicle Theft
  2. Mastermind recruits lieutenants or ringleaders (means)
  3. Lieutenants or Ringleaders recruit crews (means)
  4. Operation Planned (means)
  5. Target Investigated (opportunity)
  6. Inside contact recruited or placed (means)
  7. Passwords, maps, resources acquired (means)
  8. Operation Rehearsed (means)
  9. Operation executed (opportunity)
  10. Victim / Loot moved to safe house (means)
    • Transportation
    • Escape Route
    • Safe House
  11. Ransom / Fence arranged (means)
    • NPC: Fence
    • NPC: Receiver of Fenced thing
  12. Trade made (means)
  13. Shares divided (motive)
  14. Mastermind, Ringleaders, and Crews go into hiding / retire (means)

5 Room Dungeons

Johnn Four, and the gamemaster community at Roleplaying Tips distilled the Hero's Journey into a 5-Act Structure called the 5-Room Dungeon (not intended to be only 5 literal rooms).

To help Guides plot adventures quickly but completely, consider these 5 core encounters for your plot “spine”:

An entrance where a guardian must be appeased or defeated.

An encounter where a riddle or puzzle must be solved, possibly through parley or interaction with NPCs.

A trap or setback which costs the Adventurers some of their strength.

The climax or showdown encounter with who or whatever is blocking the Adventurers reaching the goal.

The promised reward and a reveal of further adventure opportunity.

Core Adventure Design

ADVENTURE NAME
What catchy title would the movie made of this adventure have?

ADVENTURE DESCRIPTION
What critical or key challenges may face the Adventurers?

ADVENTURE GOAL
What do the Adventurers work to gain?

Additional Optional Adventure Design

ADVENTURE OPPOSITION
Who, or what, opposes or blocks the Adventurers from reaching the goal?

ADVENTURE NEUTRALS
Who, or what, may complicate the Adventurers path to the goal?

ADVENTURE ALLIES
Who, or what, may provide aid to the Adventurers when needed?

ADVENTURE SCENERY
What wondrous or terrifying places might the Adventurers visit to complete the goal?

ADVENTURE TREASURE
Beyond the goal, what other treasures or rewards might the Adventurers earn?

ADVENTURE RUMORS AND CLUES
What rumors and clues to other adventures might the Adventurers stumble across along the way, especially at the end?

Additional Resources

5 Room Dungeons Guide Book
Roleplaying Tips #0036 - Adventure Writing Tips: The Goal Reversal & The 9-Act Format
Roleplaying Tips #0085 - 10 Ways To Use Traps To Enhance An Adventure - Part I
Roleplaying Tips #0086 - 10 Ways To Use Traps To Enhance An Adventure - Part II
Roleplaying Tips #0134 - When Powerful PCs Adventure With Weak PCs
Roleplaying Tips #0154 - 5 Tips On Using Dreams In An Adventure
Roleplaying Tips #0175 - 3 Tips For Writing And Running Adventures
Roleplaying Tips #0227 - Story Sparks Part I: New Ways To Begin An Adventure & Bring The PCs Together
Roleplaying Tips #0229 - Story Sparks Part II: More Ways To Begin An Adventure & Bring The PCs Together
Roleplaying Tips #0288 - Inspired By Song: Use Song Lyrics To Generate Adventure Ideas
Roleplaying Tips #0336 - 10 Tips For Crafting Adventure-Based Holidays - Part 1
Roleplaying Tips #0337 - 10 Tips For Crafting Adventure Based Holidays - Part 2
Roleplaying Tips #0344 - Holiday Adventures - Entries From The Holiday Contest
Roleplaying Tips #0396 - Start Campaigns With Unrelated One-Shot Adventures
Roleplaying Tips #0403 - 15 Holiday Adventures
Roleplaying Tips #0454 - Creating Adventures From Small Ideas
Roleplaying Tips #0463 - The Pirate Queen's Adventure Checklist
Roleplaying Tips #0469 - Your Teacher Was Right - How To Create Adventures With THe 6 W's
Roleplaying Tips #0476 - Make Your Adventures Feel Adventurous
Roleplaying Tips #0477 - When Adventures Are Too Easy
Roleplaying Tips #0489 - GM's Guide To Adventure Writing
Roleplaying Tips #0523 - How To Create Blockbuster Box Office Hits With Your Players - Every Adventure
Roleplaying Tips #0524 - Adventure Design Tip: How Do You Use Checkhov's Gun In Gaming?
Roleplaying Tips #0543 - How To Make Your Aquatic Adventures Not Suck Like A Giant Whirlpool
Roleplaying Tips #0557 - 10 Keys To Suspenseful Adventures
Roleplaying Tips #0566 - How To GM Political Adventures
Roleplaying Tips #0596 - How To Stop Pixel Bitching In Your Adventures
Roleplaying Tips #0616 - 10 Wildly Creative Adventure & Campaign Seeds
Roleplaying Tips #0634 - Adventures In Business - How To GM PC Entrepreneurs
Roleplaying Tips #0638 - More Mystery Adventure GMing Tips
Roleplaying Tips #0640 - Players Off Map? How To Get A Wandering Adventure Back On Track
Roleplaying Tips #0647 - Dresden Files & Fairy Tales - Adventure Tips For Urban Fantasy Games + 6 Interesting Hazards
Roleplaying Tips #0659 - The Adventure Checklist - Part I
Roleplaying Tips #0660 - The Adventure Checklist - Part II
Roleplaying Tips #0728 - RPG Adventure Themes Tie The Room Together
Roleplaying Tips #0799 - Welcome To Adventure Hacking
Roleplaying Tips #0842 - Sandbox Adventures - 5 Essential Ingredients
Roleplaying Tips #0899 - d20 Great Starting Points For Your Next Adventure
Roleplaying Tips #0896 - The Best Adventure Structure For You?
Roleplaying Tips #0900 - 7 Adventure Building Mistakes You Should Avoid
Roleplaying Tips #0901 - How To Scale Up An Adventure
Roleplaying Tips #0926 - Use The Feature Method To Make Adventure Design A Whole Lot Easier
Roleplaying Tips #0937 - 5 More Adventure Feature Types For Your Adventure Design
Roleplaying Tips #0963 - A Nice Tip On Adventure Puzzles
Roleplaying Tips #0974 - The Four Levers That Inevitably Pull Players Through Your Adventures
Roleplaying Tips #0989 - Using TV Plot Lines For Adventure Ideas
Roleplaying Tips #1055 - Crafting Intrigue Adventures - A Couple Of Quick Tips
Roleplaying Tips #1083 - A Simple But Effective Adventure Template
Roleplaying Tips #1098 - World Story Meets RPG Story For Designing Better Adventures
Roleplaying Tips #1103 - Make Monster Parts Puzzles For Your Adventures
Roleplaying Tips #1108 - Adventure Design: Build From The Monster's POV
Roleplaying Tips #1109 - 8 Ideas For Your Next Adventure
Roleplaying Tips #1114 - Adventure Building Tip: Must All Encounters Advance The Plot?
Roleplaying Tips #1133 - Need A Last Minute Halloween One-Shot Adventure Idea?
Roleplaying Tips #1141 - Ripping Up Adventure Drama With A Saw Blade
Roleplaying Tips #1166 - Ripping Up Adventure Drama With a Saw Blade 2
Roleplaying Tips #1173 - Use This Clever Tool To Herd Your Cats - Plot Factories
Roleplaying Tips #1175 - 3 Easy Ideas To Generate Instant Adventure Ideas - Plot Factory Tutorial Part II

Salvage Space: Adventures

Salvage Space: Adventures

Chronology :: ◢ References: Plots and Complications

1)
see References