Page 15 - GM EBOOK
P. 15

points may also be used as a means of punishment/        Next, during the adventure creation, the GM needs
         reward for player behavior.                            to decide on a conflict.  Determine all of the adver-  C
         Tips for Creating Adventures                           saries.  Keep in mind that the adversaries do not al-  h a
                                                                ways need to be demons or other NPCs.  Conflict can    p
           Before creating an adventure for the players the     arise from the environments the characters are in or   t
         GM should consider many aspects that are involved      even come from within the group.  The characters       e r
         in the actual creation of a game.  One thing to re-    can be challenged by the elements found in a snow
         member about creating an adventure, whether short      storm with a lack of supplies.  Or share separate con-
         or long is that you are the creator, and therefore you   flicting religious views.  The conflict can come from
         must know all of the answers.   The more a GM takes    within as well, through the development of a charac-
         time to prepare and make details concrete the more     ter trying to changes his ways.  Keep in mind that the
         likely the players will enjoy the adventure and the    conflict needs to be challenging in order to be effec-
         game will be considered a success.  The more a GM      tive.  These challenges should have a reason, but that
         creates a well thought out and executed game, the      reason does not have to be revealed to the players
         easier the task will become.
                                                                until the time is right.  As long as the effect has an
           The first detail to consider is exactly what kind of   applicable cause the conflict is correct.
         adventure will be created and ran.  Three basic types     Now that the plot has been determined, and the
         of games can center around combat, the character,      conflict developed, it is time to build the actual story.
         and power.  Games focused on combat don’t have to      The first thing in developing the story is to think of
         be just fight, rest, fight.  A game of combat can be   the storyline.  Avoid trying to determine the actions
         about personal vendettas or even mass combat with      of the PCs.  Instead, create the story without the PCs
         large scale battles motivated by elements such as be-  so that you will know what will happen if they did
         trayal, territory or history.  Character focused games   not exist.  The story, or storyline, should be thought
         can be about growth, discovery or clarification of the   of as a movie, and broken into scenes.  Avoid the
         characters.  The focus can be about becoming a re-     mundane occurrences, such as long walks between
         spected member of society or even a noble.  Power-     cities (unless of course some kind of exciting action
         centric quests can be based on the aspirations of an   takes place), and focus on the action.  Also, The GM
         individual or an entire group.  The players can seek   may wish to employ subplots, which are secondary
         this power through monetary gains, magic items or      strands of the main plot that support side stories.
         politics.  The choices and types are only limited to   Keep in mind the length of the adventure as each sce-
         the GM’s imagination.  Knowing what kind of ad-        ne is developed and focus the time where it is need-
         venture to run is important because this decision will   ed.  Which lends itself to pacing.
         affect all the other details when creating the game.
                                                                  Moving the adventure requires the GM to look at
           After deciding on the type of game to run the GM     each scene and estimate how long each will take to
         should decide on the focus.  This focus should  deter-  complete, and even determine the atmosphere of the
         mine the main element of the game (be it a place,      game and players’ mood.  A lot of quick scenes with
         event, item) that, if taken away, would end the entire   intense action and die casting can lend itself to an
         adventure.
                                                                exhausting portion of a game.  Scenes with long slow
           With the type and focus of the game decided, the     processes and an exciting climax will build a feeling
         GMs next decision is about the plot of the game.       of anticipation.  These things can all be detected
         This is not the actual story, but a narrowing down of   through an analysis of each scene when thinking
         the decisions made about the type and focus.  Consid-  about moving the story along.
         er how long the adventure will be.  When you flush       Now that the adventure is created and all details
         out the actual story you will know how long the actu-  have been determined the GM needs to face the pos-
         al story is, but during the plot you need to know      sibility that the PCs may not follow the story as
         whether or not this game will be short or long.
                                                                planned.  It is safe for a GM to assume that the play-

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