Saturday, January 26, 2019

Adventure Outline Notes

I've decided that instead of just sharing the Google Doc for the Adventure Outline like I did, I would also just put it into a post. If you're familiar with the AD&D 1e Dungeon Master's Design Kit, then a lot of this will also look familiar. A lot of how I organize information for my encounters is written in this form or similarly. Sometimes, though, it's only one or two sentences describing a scene.

Definitions

These definitions are primarily for the encounter "sheets" detailed below.
Combat Situation Just describe what kind of combat situation it is. Maybe it's already obvious, so just delete this prompt.
Description Describe shit.
Furnishings & Effects More in-depth description of the furnishings and environmental features and their possible mechanical effects.
Rewards Possible rewards that the PCs can claim, and under what circumstances they might claim them.
Synopsis The purpose of and expectations for the encounter.
Special Tactics/Tricks This is where one would note any of the unique abilities that a foe might have. So as to avoid looking back on a fallen foe and realizing they had an amazing power they would have used but you'd overlooked it during play, just check here for the information. The trick may range from a strange dragon's power to a very useful but oft-overlooked use of a weapon. So this is both "Special Trick" and "Special Item."
Tactics Here's where you write the tactics that foes would use, if they would have a plan for how to deal with something. If there's something worse than a plan, you could write "haphazardly fights and at the first sight of blood makes a disorganized retreat."
Warning Does the encounter foreshadow or provide a warning for something? If this encounter is a warning, mention that, as a note to yourself, here -- and then decide how the heroes may figure it out, too. Don't assume that the heroes will deduce that an attack is a warning just because you intended it that way -- figure out what all the clues are which would lead them to that conclusion, and then make sure the heroes notice the clues during or after the encounter.

Frontmatter

Theme: 
Adventure Background:
Adventure Synopsis
Objective/Goal:
Macguffin:
Plot:
Special limits:
Start: (To be tailored for entry into campaign.)

Events/Encounters

Combat Encounter

Warning: 
Synopsis:
Description:
Combat situation:
Cover/obstacles/hazards:
Creatures:
Special tactics/tricks:
Tactics: 
Activity/locations:
Special endgame conditions:
Rewards:

Empty Room

Warning:
Description:
Synopsis:
Furnishings: 
Creatures: 
Tricks/Puzzles: 
Discoveries: 

An empty room is an encountered area which can convey clues and information.

Role-play Encounter

Warning:
Synopsis:
Description:
Furnishings & Effects:
Characters (Name, race, description, motives, voice, tactics, weakness): (might as well reference an NPC Sheet if it’s elsewhere).
Name DescriptionMotivesReactsVoice:
Rewards:

"Reacts" means either the latest reaction given by the NPC to the party (or each of the PCs) or any particular modifiers to reactions that the NPC may have.

No comments:

Post a Comment

10-Room Dungeon Brainstorm: Tomb of the Honorable Order of Glory (& Possibly Justice)

I had started this 10-room dungeon back in March when I started a side campaign to a Traveller campaign that never made out of character ge...