Welcome to a weekend post where I want to explore the art of improve with a simple concept. An adventure in the palm of your hand. This isn’t much different from the normal process I captured in my weekend adventure formula with Plot, NPC, Hook, Map/Extra and combat but it helps drive some of the unravelling for it. So tonight I will put down the formula and add will see how it works out. So sit back, grab a coffee and let’s roll into the adventure.
An Adventure in the palm of your hand
313SaPaOYoHa
The idea behind this is the five things to get the core of your adventure completed in a few moments, something that I pride myself on. The process is quite simple but it does involve some creativity and on the spot thinking so it can take some practice. For this we look at our hand and count down the key components to understand the concept of our adventure. Crossing off fingers as we count down can be a tactile way to keep track and can help cement it in – so I’ll list out them in order of importance.
Thumb – What
Start it off with the most important thing. Think of an item, creature, opponent, location or something that is the core of our adventure. Generally all adventures have a artefact, a wizard, a big baddie or something that drives the party forward to their goal. If we don’t know the what it can be hard but inspiration can come from anywhere.
I use songs, artwork, miniatures or random things my family or friends say. Books, movies and TV shows are also perfect for generating the what of our adventure but I don’t tend to have much time for these so less time exposed to them results in less time to be inspired.
What we have our What we lock that down as our core and use that to drive the other questions.
Index – Why
The Why. This points us (index finger – the pointer) in the direction of the adventure. Taking our what we ask why is it our core. Why would the party want to obtain, learn, prevent or stop or, protect this thing? The why is the second most important item as its driven from what, but it also acts as the catalyst for our adventure.
Why are the party wanting to retrieve the amulet of Frostmoor? Why do they need to stop the wizard Zoltan? and so forth. Why do they want to get involved with the what and why is it a driver for them. This really is driving motivator for the party to get motivated or inspired to get onboard the adventure train.
Middle – Who
Who drives the What and the Why. If the what is a person or creature, who are they. Who is working for or against them and who are they aligned with. A thief lord doesn’t get there over night, who are their backers? Who let them get as powerful as they are now?
Who can be consequential, so its less important. But it can be related to the what and why directly or it could simply be someone who gives you the quest. A farmer could be the who a they give you the quest to investigate the noises from the nearby barn. Or they could be the cause of the noises and not be a simple farmer.
The emphasis isn’t placed on Who, Where or When but they still can add to the story and only require a bit more thought.
Ring – Where
Do you have a map ready? Is there a town the party are in? Do you need a temple, castle, cave, crypt or cemetery that you want this to occur in? The where isn’t important most of the time and it doesn’t drive the adventure but it is fundamental to driving the mood.
The other thing that where can drive is hazards and other map driven obstacles that can help the adventure. Sink holes in a graveyard, boiling magma, spike traps near a goblin encampment, secret doors or passage ways, traps, acid pits and so on. All of these can add another level onto the adventure.
Pinky – When
Now the when isn’t important. It can emphasise a time limit for players or set the mood. The below example can give a limit, a time frame or hint at more to come.
“about three weeks ago, at the full moon I heard a blood curdling howl I did. Right by the city gate. In the morning young Harry was gone but the beast left these claw marks. I tells ya’ that my blood froze when I saw the size of them”.
The when isn’t important – but it can help flesh out the adventure more.
Thanks for visiting and having a look at my musings. I’ll put this to test tomorrow and whip up an adventure using the above and create something that could be used in an impromptu one shot or, to expand upon something monotonous like travel. Don’t forget to come back tomorrow for the end of week adventure, our Gibbering heist, and for more tabletop content. And, as always, don’t forget to roll with advantage,
The Brazen Wolfe
