Page 15 - GM EBOOK
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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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