izlear
2nd Incarnation
Posts: 33
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Post by izlear on Jul 26, 2010 19:28:35 GMT
This is a question for the GMs out there. How detailed do you make your adventure right ups? I am curious how much you figure out before hand and what info you know going into the game. do you have a format the works well for you in terms of writing.
I have been using Ipad apps to help organize how I see an adventure flowing, but at the same time allowing for players to effect the environment. Really just currious what works best for others.
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Post by knasser on Jul 29, 2010 15:02:35 GMT
I'm pretty thorough. Here is one of my write-ups: knasser.me.uk/knasser_media/content/dw/whitsun_war_k_nasser.pdfThat's a bit more polished than usual because I tidied it up for online, but its the basic principle. What's nice with DW:AITAS is that I can spend the prep time producing actual characters and plot, rather than stats. That makes a big difference. But the general principle I use is: Define a situation (aliens stealing puppies) Define a tone (stealing them because they're cute or because their eyes are considered a delicacy) Define ways PCs can get involved. (they own a puppy, witness an abduction, are hired by a sentient dog from the 51st century, etc) Define optional events that can twist the plot or add pace (the puppies will be shipped back to the alien world within the next 24hours, a rival team of puppy investigators show up etc.) I then use all this in a flexible manner as the game progresses. Despite all the preparation, I still spend the session in a state of blind panic. K.
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Post by Craig Oxbrow on Jul 29, 2010 18:28:22 GMT
I don't prep much at all - I've done a lot of GMing and a bit of improv, so I'll come up with a general idea in advance, maybe enough to give the players a "next time..." preview at the end of the previous session or by email a day or two before the session itself. I'll jot down bullet points I want to hit, terms and names to include, clues for the series arc and that's about it. He's an example of how much I had prepped for an episode of The Door In Time, to compare with the transcript of the three-hour session itself. -- The Infinite Machine"The ultimate computer will win the war. No matter the cost." 1943. Dan's home time. Cause of the attack? Bletchley Park? Turing and MOD man at odds. Turing calls it an "electronic brain" - "artificial intelligence" dates to 1956 "Great once more among the nations of the Earth." Testing advances that never happened. "It's a war. Who would notice a few more dead?" "Instructions?" - computer doesn't have an agenda. Talk it down? -- The Infinite Machine Actual Play transcript. -- That's about average - a sketched-in background, a threat that may or may not have stats, some key characters, an optional connection to one or more of the PCs. Three or four points to hit in every hour of gameplay. Others might be a bit more complicated, others less so. For Ghost Ship I had a full timeline for the psychic projections - which then occurred backwards - as well as notes on where and when other events might occur, while Midwinter just had a description of the Coldhearts, a list of names and a reminder of an NPCs' motivation, the only other prep involved being printing pictures of a suitable manor house and the Coldhearts. In fact, I had to delay The Infinite Machine by a week due to the unexpected absence of Dan's player, so I ran Reflections based on just an idea for a monster. If I'm running at a convention or similar one-off I'll put in more points as an encuragement to keep things moving, as well as making notes about pregenerated PCs and the like, but generally after an ongoing series starts my note prep will tail off unless the episode in question is unusually involved. I can embellish my plans to the level of a full adventure hook, but I generally GM by ear.
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ilyia
1st Incarnation
Posts: 5
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Post by ilyia on Dec 5, 2010 22:29:27 GMT
I've been doing basically the same sketch out a story type thing. I'll have a general idea and the characters. Anything particularly detailed goes for something to read as a cinematic introduction to focus my players since I will never be able to guarantee needing anything else prewritten. Other then that names and basic concepts of the characters my players will meet and the story is all I need.
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jadrax
2nd Incarnation
Posts: 16
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Post by jadrax on Dec 6, 2010 12:00:28 GMT
I just have a list of NPC names and general concepts. I tend to have other stuff planned, but never written down. So here is my notes sheet from my first 4 part scenario, The actual texts is in bold, with some crib notes to make it vaguely sensical.
Second Dalek War, Arc of Infinity The scenario was set during the second Dalek war, but shielded from the Dalek forces by the Arc of Infinity, a vast track of empty space.
Hover Bus, Body-Beppler Two types of technology which I wanted to feature.
Earth=Solar Flares, Space Arcs This is what is happening on the parties home planet during the scenario.
Xii-Jen, [Skybase], = Puterspace = VR The scenario is set in the city of Xii-Jen, above which hovers a mighty Skybase, with virtual reality access.
Squallafex, President for Life J'Shoon, Minister of Reintegration Xyz-, Zji-Jon The indigenous inhabitants of Xii-Jen are the Squallafex, whose ruler is J'Shoon. Xii-Jen is a human colony about to be returned to Squllafex rule, and Xyz- is in charge of managing the reintegration. Zji-Jon was a random Squallafex name in case I needed another NPC name.
Divine Empress (Saturn 2969), Human, Lord-Governor Viscount Stuart Dagonn, Landsknights, Sargent Thorn-Omega This section details the set-up of the first Human Empire. Its ruled by an Empress a Saturn, who invests Viscount Dagonn with authority to manage the colony. The Empire is policed by Lansknights, who are commanded on the Skybase by Sargent Thorn-Omega.
Unitatus Missionaries (UNIT), Brother Jeron-Delta Another Human institution on the pant is a Unitatus Mission, who have transformed the teachings of UNIT into a religious movement.
--- So there is a lot of stuff that happened, (including the actual plot that was not mentioned at all in my notes!), for example Judoon sowed up, pretty much unplanned because I wanted another Alien race to show up.
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Post by ugavine on Dec 6, 2010 13:44:11 GMT
When I write any RPG adventure the first thing I get is a rough plot idea and the major NPCs involved. With Doctor Who this means decided on the Monster. The plot needs to be open though, too rigid a story and the PCs will just destroy it.
Stat major monsters/villains and even major friendly characters. Always important to have friendly NPCs as well as villains.
Setting. I try and come up with a memorable location for the game. That could mean using a planet fromt he show, even a non-visited one; e.g. I had the PCs go to Alpha Centuri. But monster lairs like Volcanos or extreme weather like in the Arctic are also good choices.
I will usuall plan several key events/encounters. I have a rough idea when and when I want to use them. These encounters will each usually reveal a bit more information leading up to the planned climax of the adventure.
ALWAYS plan how it ends. ALWAYS plan what will happen if the PCs fail. If you threaten the planet being destroyed then be prepared to destroy it!
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