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Chapter 9: Running the Game
Adventure Elements
There are a number of elements that make up an adventure. Below, the different components are broken down and discussed.
Scenes
Adventures are composed of multiple scenes. Each scene has a location, one or more characters and a goal.
Locations are often set pieces: maps and layouts drawn ahead of time by the GM that feature unique and interesting surroundings, furnishings, ambience and other details.
Characters include the Player Characters, as well as Friendly, Neutral and Hostile NPCs. Every character wants something from somebody else. An NPC might want a PC to leave, to stay and spend money, to perform a task or service, accept terms, to fight, to surrender, to lose, and so on. Some scenes might only feature the PCs and their environment.
If the characters are at a location, it should have some purpose. Perhaps it’s an inn on the way to where the characters are traveling. The inn location should serve the plot, introduce a sub plot (or side quest), or have a quick encounter (basically a sub plot (story) that resolves itself quickly). If there isn’t a goal for the players to accomplish, a part of the plot, or some sort of action going on at the inn, don’t spend a lot of time Roleplaying it. If all the PCs need is food and sleep, ask them if they are doing an overnight watch (in case there is an encounter) and then let them know it’s now morning and move on.
Often the goal of a scene allows players to gain enough information to progress to the next scene.
Plot
Plot is what ties and links the scenes together. In the Roleplaying sense, plot can be seen as an overall objective and motivation. The players need something to do, and they need a reason to do it.
Objectives
The Objective needs to be something that will take a certain amount of time to accomplish. You don’t want the players to be able to accomplish the main objective in the first 10 minutes (unless it was actually just bait for the real objective). Ideally you want an objective (or a series of smaller objectives, concluding with a final objective) that can be completed in a single game session or two. A campaign may have a follow up adventure that takes place in nearby locations or has a related objective, but the players may lose focus if a single adventure’s objective takes more than a couple sessions.
To get to the end of an objective, players may find clues, follow up leads, travel, fight with humans, fight with non-humans, overcome difficult environments, and do any other number of steps to delay early completion. These challenges should be varied and require more than just fighting. Try to give players opportunities to use their skills, spells, equipment and other abilities.
The objective should fit with the game world, be interesting and be important. Objectives might include locating lost people or objects, safely moving people or objects, stealing objects, sabotage, solving a murder, uncovering a truth, and so on. Note that the above examples have been abstracted. Never use such general terms to pitch an adventure to players. When creating adventures, it’s necessary to understand the nuts and bolts; however, you don’t want the actual mission to sound mechanical. Layer the objective with details and let the NPCs communicate the mission's importance. For example, stealing an object could make for a lot of different adventures. It might mean getting across a contested border, going behind enemy lines, locating and retrieving secret Nova Dirge plans and sneaking back without being killed.
Context counts: consider how the objective will affect the gameplay. The game will focus a lot on traveling if the players are escorting an NPC. Choosing the right place to sleep for the night becomes important. Rescuing an NPC places the focus on locating the NPC, uncovering clues, NPC interrogation and breaching a location.
The objective can change. Don’t be afraid to throw in the odd twist and shake up the players’ comfort zone. Not everyone will betray trust or double-cross the players, but some will. Some NPCs will have secret agendas that the players might not agree with (should the PCs find out about them). Keep the players guessing, and keep things interesting.
Ask your players, now and then, what they think would make for a cool adventure. Their ideas, general or specific, might get you thinking in a direction you hadn’t considered. Players can be a good resource; don’t be afraid to let them share ownership of the plot.
Motivation
There are many reasons for the players to accept a mission. First, the players know that the GM has created an adventure, and it is what’s being offered. Of course, you shouldn’t stop there. The adventure should sound exciting and interesting. It should include a reward. It should appeal the characters’ background, morals and ideology.
Experience as a reward: players want to go on adventures so their characters can grow by earning XP. They also go on the adventure because hanging around their home base will not offer much to do. Awarding XP is discussed earlier in the chapter.
Payment is a common reward for completing an objective. The currency in the game is Silver Credit, or Silv. Awarding Silver Credit is discussed earlier in the chapter.
Depending on what the characters’ viewpoints and world beliefs are, they may not want to take on a mission. Players are more likely to want to help their own nation rather than another one. Some players will think dealing with crime syndicates is fine. Some players will help the rich and powerful, others the desperate and vulnerable.
Get to know your players and their characters. Involving the people that the PCs know and care about raises the stakes of any adventure and provides interesting context.
Related topic: Players don’t accept a mission
Up Next: Building Adventures




