Wednesday, March 11, 2020

Not a Generic Adventure

In my experience, roleplaying adventures commonly include guidelines on how they can be inserted into an existing campaign. Sometimes the product is designed to be system agnostic. Sometimes the product is generic enough that it can be introduced without disrupting other aspects of the game. A good GM can always find a way to add quality supplements into a game.

Where do our WartenConfederacy adventures fit into this spectrum? Here is an excerpt from the introduction to our first Warten Confederacy adventure.

“We want the adventure to take place within a setting detailed enough that the events have a weight derived from their meaning within that setting. This means the characters participating in the adventure should feel rooted to the setting. They should have a natural desire to complete the adventure because it is meaningful to them and not just a vehicle for experience or treasure.”

Here’s more from the adventure itself.

“The adventure depends on the characters being invested in the success of the Warten Confederacy. It will lose much of its power if the characters are just a random group of people hired to do a job.”

Put characters designed for the setting into the adventure and the result will be greater than the sum of the parts. The entire gaming group will experience a satisfying depth of roleplaying. This is what I’m aiming for.

This can be a difficult idea to convey to the GM. It is easy to be enamored of gonzo encounters and outrageous monsters, but harder to imagine how simple events can combine with the characters to create a memorable gaming session. I hope that we can succeed in transmitting this aspect of our work.

Not a Generic Adventure

In my experience, roleplaying adventures commonly include guidelines on how they can be inserted into an existing campaign. Sometimes the pr...