Role-playing games consist of two main classes of time; when the characters are involved in a story and when they are not. When they are not in a story everything is going on much as a normal person would experience things; characters life out their lives, pursue interests, and rest. A story is something that disrupts their normal life. It is the source of adventure.
Now that you have a world and some characters it is time for you to create stories and story sites. Here is the procedure for creating adventures:
This is similar to choosing a theme for preadventures. When choosing a theme a few details need to be specified. Designate a rough number of HP to be granted to any character who survives the story.
This should be the climactic event of the story. Choose exotic locations, fierce opponents, and high payoffs within the scope of the theme you have chosen.
This is subjective and should not be too detailed, since characters will always find some way around what you have set up. You should think about how the adventure will get started and then proceed through a number of reasonable steps to the finish.
Imagine the scene at each stage and thinking of a rough description of what you imagine. Little details can make ti come alive. What are the colors of things? Are there any odors or sounds? What are any inhabitants doing?
What is the layout of the location? What does it look like? This does not require extensive artistic skills, just rough sketch-maps. Develop a thorough description of each location based on the map.
What is to be found at each of the settings? Are there inhabitants? Are there animals, or even monsters? What are they doing? How are they likely to react to the characters?
You need to design each character of importance as if you were developing them in Character Building. When designing such characters it is important to realize that you are creating them for your world, not as a character that you will be playing in someone else's world; this being the case you can determine the HP available to them during character design (up to the maximum possible for each age category). If the character you create is a seasoned adventurer, it is possible that many preadventures have been experienced that have nothing to do with character creation. Minor characters can be written up with a few ideas about skills and personality notes. Monsters should be developed using the Creature Building system and intelligent monsters should be designed using the Creature Building system and then be developed as a character.
You can use a CAD program on a computer, or you can exercise your artistic ability on graph paper to produce these detailed maps. There should be enough detail to allow you to portray the action appropriately.
Miniatures and paints are available through many hobby and gaming stores. Purchase the ones you want to use and practice painting them until you like what you see. Imagine what the different peoples and creatures should look like and paint the figures accordingly.
For every major terrain feature and significant location develop a random encounter chart. To determine the encounters roll 1d100 and consult the chart. The details should be something like this:
1-5% should be local rulers and other important
persons in the town or city.
6-75% should be local inhabitants.
76-90% should be local animals or monsters
found in the city on a regular basis.
91-100% should be some kind of disaster or
adverse weather condition.
1-5% should be local rulers and other important
NPCs that have been previously developed.
6-50% should be local inhabitants
51-85% should be animals or monsters that
frequent the region.
86-100% should be disasters or adverse weather
conditions.
1-10% should be local inhabitants or NPCs
of note.
11-85% should be animals or monsters that
frequent the area.
86-100% should be disasters or adverse weather
conditions.
1-50% the terrain continues to conform to
the broad pattern of the general terrain
type.
51-80% there is some related terrain feature
that stands out (a forest in a plain, a lake
in a forest, etc.).
81-95% there is some extreme terrain feature
(a mountian in a forest, a waterfall in a
river, etc.).
96-100% there is some magical terrain feature.
The specifics are up to your imagination. It is important that you develop each random encounter in detail so that you are ready in the event that such an encounter occurs.
To return to the preadventure page.
To return to the Borigon home page.