I was thinking what it takes to make an adventure for After the Bomb, or any role-playing game for that matter.
What I've boiled it down to are two very basic elements: Adventure Premise and Themes & Objectives. I suppose motivation could be included, but I wanted to keep this very bare-bones. So if you want to give it a shot pick up that underused D8 and give it a roll.
ADVENTURE PREMISE (roll twice)
1) Fight Evil/Corruption
2) Fetch and/or Deliver
3) Investigation
4) Search & Destroy or Recover
5) Exploration/Discovery
6) Double Cross
7) Protect/Rescue the Innocent
8) Survival/Escape
THEMES & OBJECTIVES (roll multiple times if wanted)
1) Technology/Gadgets
2) Mutants (Flora or Fauna) (Wild or Domesticated)
3) Knowledge/Information
4) Empire of Humanity (or other nation)
5) Mutagens (Natural or Man-Made)
6) Wealth/Power
7) Military/Politics
8) Lost/New Nations/Civilizations
Example of use: Robin rolls a 6 (Double Cross) and 7 (Protect/Rescue) on the Adventure Premise table. Then she a 3 (Knowledge) on the Themes. From this Robin begins to formulate the following adventure: The characters are hired to escort a Cardanian spy from New Kennel who was supposed to have stolen important information on Empire operations. However, the person who hired the characters actually a double agent working for New Kennel security using the characters to flush out the spy who actually knows about the double agents identity.
Give it a shot and let me know what you think.
Wednesday, July 09, 2008
Quick Adventure Creator
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