Critique my adventure!

By thatwalshguy, in Game Masters

Edit! 6/15/14!

Whaaat! That's right guys, check out version 1.5!

Changelog: Breakaway Version 1.5

-Added Sidequests: That's right! There's a whole lot more to do in this first adventure! Now try your hand at one of four sidequests, all with unique rewards! The sidequests are designed to challenge characters of all skills and levels, providing a unique experience for everyone.

-Added Swoop Store: Check out the all new store, featuring 9 unique items not found anywhere else in EoE.

-Added Betting Rules: Not sure how to bet? Now the all new accompanying rule system lets you take bets at the swoop track with ease.

-Upgraded Map: The map of the capital city is now completely upgraded to better represent the Star Wars Universe

-Changed Planet to Delfor: Altered the planet name to Delfor

-Upgraded Grodel's Wares: Gave Grodel's an overhaul, providing more unique, relevant merchandise.

-All new Items! From special utility belts to a hidden wrist mounted blaster, the rewards in Breakaway have been increased dramatically! You'll find over a dozen new items throughout the adventure.

-Added Page Numbers

Hey guys!

Check out the first adventure in a campaign I'm building!

It's called breakway, in a series called Star Wars: Magnetas.

Here's the introduction:

Since the explosive, dismal end of the Clone Wars, the light that was the Jedi Order has almost been extinguished. The small remnants of the organization that had endured the rise of the Sith were quickly wiped out, leaving only a few educated force users across the entire galaxy.

In the following adventures players will unearth many secrets left behind by the Jedi order, encounter an A list Jedi who survived Order 66, and have the opportunity to be trained in the ways of the force.

Why!?

First and foremost, I have a roommate who will not stop pestering me about getting a lightsaber. This is for all you GMs out there.

Second, I absolutely love storytelling, and wanted to try my hand at anticipating tons of different ways players could go about solving the obstacles I present here.

What should I be looking for!?

For starters, I'd love to know how the adventure plays! Does this idea seem intriguing to you? Is there enough tension and fun?

Second, how are all the stats and difficulty checks? Should I even care, or can you safely adjust those on your own?

Thanks very much!

ALSO: Read the boxes in blue (instead of red). Sorry, Apple Pages is kind of a jerk about changing that color. :)

Thank you again!

https://www.dropbox.com/s/d133n55y7sanhwa/SW_EOE_Breakaway.pdf

Edited by opsnafu

It's put together well; I'd appreciate some advice on how you designed the actual document.

The story is extremely solid, and the rails are good enough to keep me interested, so it's likely that players will be intrigued too. Randar is a compelling character, and his story is well designed and convincing. Perhaps suggest ways in which players might already be familiar with him.

All in all, excellent work, bud.

Thank you! I really appreciate the kind words. I wanted to build the kind of adventure that had enough rails to create an intriguing story, but enough versatility to allow players the sense of freedom.

I used the freely distributed adventures and opened them in Photoshop; when you do that, you have the option to use elements on their own. Background images, stat panels, the whole nine. I didn't want to go too overboard and copy FFG's template entirely, so I just grabbed the most alluring elements and integrated them into my piece.

I'm a good ways into Think Tank now, and I recommend writing out the entire piece first. Pages was a little wonky when it came to integrating the stats, text boxes, and other stuff, and it took a long time to continually stop, play page designer, then continue writing again. When I write text boxes now, I just keep them in italics so that I can un-italicize it and drop it in a text box when I arrange the final document.

Finally, I hit up Deviant Art and looked for corresponding imagery. Sometimes, that imagery guided character decisions. For instance, Wen. I didn't anticipate getting such a "clean" character, and decided to use that to influence the story. Star wars usually depicts their adversary characters as seedy, and often ugly; I really wanted to spin that idea on its head.

I'm glad you like Randar, that might not be the last you see of him. I'll see if I can't offer some more concrete options to connect him to the players, too. Feel free to add your own flavor to that!

Thanks again!

Edited by opsnafu

Just read through it, I really like the premise! I have been also looking for a way to give a sense of freedom to my own PCs in the campaign I've been running, and your adventure has given me a better idea how to do that. Out of curiousity, about how much experience points would you intend to have in the party when tackling this? Would they be fresh, or maybe have a few games under their belt?

I think slight adjustments might be necessary if your players have already played a few games, but I'd leave that up to a more experienced GM to make the call. You want the checks to be moderate, but not too easy. Take a look at the PCs character sheets before starting; if they're overpowering most checks, just beef the checks up a little.

There's an awesome behind the scenes from the makers of Assassin's Creed, and they said something very important that struck a chord with me: Making a good video game is about making a player feel like they discovered the path to victory, even though you've already created it for them. It's about enticing them with clues, and letting them pursue them on their own...so that overcoming obstacles gives a real sense of payoff.

Even though the discussion was about video games, I believe this is critical for creating a good RPG adventure. Don't make it easy for the players, but put plot hooks everywhere...and make those plot hooks utilize different skills, so that any character has an opportunity to shine.

In Breakaway , I tried to fashion as many ways to get "Samuel" out as possible. More importantly, I tried to bury all those ways, so that they could not immediately be discovered. My hope is that each play through is it's own fun, unique experience. No matter what the players decide, the GM has tools so that the PCs feel that incredible sense of victory when they succeed.

Also, I'm about halfway through the second adventure! In part two, players head to Corvum...the most prestigious university in the galaxy, to recover "Samuel's" co-conspirator. The information they find there will create revelations about the empire, and the state of the galaxy at large ;)

New Version 1.5 now out! Scroll up for details!