|
Post by goodmush on Jan 7, 2016 0:12:52 GMT
Greetings.
To start I have been GMing for a while now and now at a point where I feel my adventures could be better. The down side is that I am not finding the information that I am looking for, which is the method or the way individuals have writen adventures that have been published. This self imposed quest has been further complicated by a French adventure I bought. Not only is the layout & page formating completely different from the local adventures I have but it seems it's overall story has been constructed in a way that is confusing. Language translation aside it does not have maps for rooms just information and qlues to he overall story. NPCs get several paragraphs if not pages worth of information as well as locations. I have searched the internet for a leading on how to write in this way but have not turned up anything. I have gone so far as to contact one of the original writers but they have yet to respond. So I sound my cry for help her, for you good people to help enlighten me. You're my only hope.
|
|
|
Post by joatmoniac on Jan 7, 2016 7:18:23 GMT
|
|
|
Post by friartook on Jan 7, 2016 14:45:21 GMT
Language translation aside it does not have maps for rooms just information and qlues to he overall story. NPCs get several paragraphs if not pages worth of information as well as locations. I have searched the internet for a leading on how to write in this way but have not turned up anything. Hiya goodmush, I don't think we've crossed paths yet, so welcome to the forums! I quoted this part of your post to call out two key points: This adventure provides extensive information on locations and NPCs, but very little story content. There is a method to this madness. This is how I "write" all of my adventure content, whether it be a single session or the macro view of a campaign. I put "write" in quotes because I actually carry most of it around in my head, and just write up any mechanical stuff I need such as stat blocks or found items to distribute. Writing an adventure in this way allow the DM and players to create the actual story of the game dynamically. I used to create elaborate stories I wanted my players to participate in. I quickly found that my players had their own ideas of how to react to situations and their own stories to tell. These rarely fit into what I had written. After spending hours on story prep, I found myself having to make story up on the fly! I also found that I lacked the prepped resources I needed to keep the session flowing: stat blocks and other mechanical information. The mechanics are much harder to create on the fly (for me anyway). Locations: Fleshed out locations your PCs can start in or discover provide the DM the context they need to describe situations and places. For example; your adventure starts in a Tavern. Its good to have a description of the Tavern in mind; is it small and rustic, or large and luxurious, etc.? From there, you need to have an idea of the area surrounding the Tavern; its context in the local area. Is it in a vast city? A small farming hamlet? Is it on a river near a boat dock? A lonely building built on a crossroads? From there, you should have some idea of what lies outside the local environs. Say your planned adventure has the PCs going north to investigate a tomb. Perhaps they decide they'd rather head south to find a warmer climate and seek for the long lost sister of one of the PCs (Players will pull this crap, trust me. And if you don't go with it, they'll say you're "railroading" and become less invested in the game). If they decide to head south, you need to have an idea of what is there. NPCs: There is nothing more valuable to a DM than having several pre-made NPCs. Nothing. NPCs provide a population for your locations. They provide the plot hooks, quest givers, shop owners, street urchins and on and on and on. I have found even just having a list of names for NPCs to be immensely valuable. Story: I'm making story a bullet point because this seems to be what you are really asking about, and it ties into both Locations and NPCs. Instead of writing a story for your PCs to participate in, you can come up with a story based off your Locations and NPCs, and the PCs can react and participate naturally. If you happen to tie some of this in to a PCs background, so much the better for player immersion and investment! I like to create a story of what is happening in a world, independent of the PCs. These are usually the big events; politics, wars, secret societies with agendas, natural disasters, invasions, etc. Then take your PCs and drop them into all this, tying your ideas into their background ideas, see what floats to the surface, and push on that. Through all of this, have in your head a model of what would be happening if the PCs weren't there. Its very important that you not be attached to these events in a way that blocks the PCs participation in them. If they manage to stop the evil overlord of the invading Orc army through guile and strategic thinking, and thus avoid the epic battle you had planned, don't be upset by their clever success. I hope some of this helps. I am more than happy to elaborate or clarify if I've confused the issue. Good luck!
|
|
|
Post by friartook on Jan 7, 2016 19:49:45 GMT
I'm reading Steven King's On Writing (a truly excellent book about writing by the way). He calls this out much more succinctly than I was able to.
"I distrust plot for two reasons: first, because our lives are largely plotless, even when you add in all our reasonable precautions and careful planning; and second, because I believe plotting and the spontaneity of real creation aren't compatible."
I think this quote hits the nail on the head, even more so for RPG adventure writing. If you've spent too much time on the plot (story) of your adventure, you risk not leaving enough room for a spontaneous and dynamic story to emerge.
|
|
Samuel Wise
Demigod
Ready to Help...
Posts: 989
Favorite D&D Class: Warlock
Favorite D&D Race: Mousefolk
|
Post by Samuel Wise on Jan 7, 2016 21:46:41 GMT
Really loved these posts Friar. Extremely helpful for me and my campaigns. I have seen myself do both over the numerous one shots I have built. There are those that I build from the ground up and then get floored (and stuck) when my players decide to do something out of the ordinary. Other times I built the world, the overarching scenario/the trouble in the world, and NPCs and leave it up to the player on how the 'storyline' plays out, these tend to be more enjoyable and memorable. Great posts again and they are really helpful, especially for me, to remember.
|
|
|
Post by DM Kiado on Jan 7, 2016 22:18:32 GMT
I'm reading Steven King's On Writing (a truly excellent book about writing by the way). He calls this out much more succinctly than I was able to. "I distrust plot for two reasons: first, because our lives are largely plotless, even when you add in all our reasonable precautions and careful planning; and second, because I believe plotting and the spontaneity of real creation aren't compatible." I think this quote hits the nail on the head, even more so for RPG adventure writing. If you've spent too much time on the plot ( story) of your adventure, you risk not leaving enough room for a spontaneous and dynamic story to emerge. This. The way I approach it is to build the world. Then let the world build the story and plots, based on the worlds feedback. We aren't given "plots" in day to day life for the most part, they are created by interacting with the environment, people, and situations we find ourselves in. Overall idea of what kind of plot you want, yes. Detailing that plot out action by action before every playing. No.
|
|
|
Post by goodmush on Jan 9, 2016 6:18:54 GMT
Thank you all for responding to my post with really great advice and info. I am looking to start writing adventures for publication in the style I have found. I do believe story should unfold from the players actions and forcing them down a path is the road to the dark side of GM'ing where there is only fear and hate. Having a robust stable of well thought out locations, NPCs & plot hooks is key to being well prepared for any eventuality the players might come up with. But I digress, let me see if i can explain what I'm after. In the pathfinder published adventure "The Dragon's Demand" the adventure is layed out in shuch a way the you go from point A1 to A2 then move to whatever other room might be in the map. Only to be given information as the players enter the room, I have seen this in other published modules as well. This method works which is why we see it alot. On the other side, a while back I picked up a translated copy of a French rpg game called Agone. I really like this system as it is as rules heavy as some of out local rpg game systems (D&D, Shadowrun, Call of Cthulhu) But the adventure that came with it was not only layed out differently but the way the information was presented was as well. I tryed to write this off as a formatting design choices but the more I read over it and think about "how" they came up and wrote the story, it didn't fit together right in my head with how I understand adventure writing works. The adventure is called "King of Spring"  While reading through this it hit me that it is not providing the story one room at a time but in the way of info dumping the whole story on the GM and letting the info be presented to the players as they come to points in which it can be given. Not in box text but through the method the GM chooses. The adventure is separated into 3 chapters, all of the locations & NPCs are given discriptions and story info in the form of backstory, here is an example... *** SLIMFROST LAKE located less than one hour on horseback from Gloomwind, Slimfrost Lake is broad and very deep, its surface, heated by underground springs, only freezes at a shallow depth. It is where baroness Flamen of Melif and her child drowned seven hundred years ago. Nowadays, only a few Dancers (the source of magic in the game) come in the dead of winter to perform graceful pirouettes and to play with the snowflakes that cover its frozen surface. However, the ghost of Flamen materializes on some winter nights when the snow and the moonbeams join together and give her a semblance of life. Selent(the bad guy) comes here, at sunset, to prepare himself before taking the life of the baroness. *** The whole book is like that, never really going into the style of 'location A1 the players find this or get information' the whole adventure is talking directly to the GM and only the GM, giving them everything they need for wherever the players go to. It is this style of writing adventures that has me befuddled. But in writing this down I may have just unlocked what I was looking for, but I am still interested in hearing what everyone else thinks about this type of adventure writing for published modules. Thanks again for the awesome posts and information.
|
|
|
Post by friartook on Jan 9, 2016 15:01:45 GMT
Thanks for elaborating on your question. I didn't quite understand that you were asking this from a perspective of wanting to write your own module for publication.
I'm familiar with the room to room style you reference. I'd call it a dungeon crawl. That style is present in a lot of 3.5 modules I've read. WotC has recently been experimenting with "edition agnostic" adventures. There's a few of these now, one set in Baldurs Gate, another in Icewind Dale (I'm forgetting the names; one may be Murder in Baldurs Gate). By necessity, these are more of a story/adventure framework. The Baldurs Gate adventure in particular might provide an example of what you're looking for.
Truth be told, I'm not the best person to advise you here. I have fully rejected published modules for my games. I'll read them on occasion to glean ideas, monster stats or items, but I never use them to directly run a campaign. I find them constraining, particularly the dungeon crawl style modules. But that's just my take for how I want to run and prep a game. Obviously there are plenty of folks who like modules and run them.
Good luck! Let us know when you start putting something together. In sure you can find beta readers among our fellow Blockheads if you need some!
|
|
|
Post by joatmoniac on Jan 10, 2016 0:40:57 GMT
Friar's example of the Murder in Baldur's Gate and Legacy of the Crystal Shard, and anything that came out in the early days of 5e is great for what you are looking for. I have ran the first two and they have a fairly linear set of events, but when and where the players interact with the story is up to the players, and events unfold according to that interaction on their part. I know that Murder came out early enough that I think there was 4e and 5e stats easily available for the monsters and npcs, and that they might not have even come in the module but as downloadable material. They do a great job of laying out the area in which you will adventure. so yeah, they might be perfect, haha.
|
|