Is it easy or difficult to create your own adventures? Anyone had a go?
Creating Adventures
Rat Catcher said:
Is it easy or difficult to create your own adventures? Anyone had a go?
Is it difficult to paint a picture?
I've been doing it for many years, have been writing other material as well. I wouldn't call it hard, but it all depends on what you want to do. Is it for a single session scenario or for a campaign?
If you haven't GM'ed much before you can find a lot of great scenarios out there and also some great official ones and official campaigns for 2nd ed.
But read through the Tome of Adventure. It has a lot of great tips that new GMs wanting to do their own stuff can put to good use. Start out by making a short adventure for a 4 hour session. Stick to the 3 acts detailed in the ToA and then remember the best movies you have seen, the best books you have read. Remember that plot twist from that wicked science fiction movie you saw perhaps... wfrp may not be science fiction, but great plot twists and details work for any setting. I think I could write several books on GMing and making scenarios and campaigns, but it's really about finding your own style. Too much info won't help you anyway, so the best advice I can give you is to read the ToA and try to build from there... just go ahead and see what happends.
Just one word that is very important for GMing if you ask me. Consistency. Otherwise the immersion breaks.
I have found it incredibly rewarding and fun to write content for this system. I've always enjoyed writing scenarios, but the mechanics from this system have really grabbed hold of my imagination. It's very easy to describe a given scene and layout appropriate fortune and misfortune modifiers without trampling over some rule-as-written or managing numerical modifiers. I know some folks aren't keen on the trackers, but it makes for creating a tense negotiation or managing the outcome of an event , or even setting the pacing for a scene very easy and easily transferable to the reader.
In my sig...
It's actually pretty fun to write for this system. Here are some elements of the game that are of relevance for scenario authoring:
time, game ToA
- Campaign ToA31
- Interludes, campaign downtime ToA 33, 36
- Adventure ToA34
- Episode ToA 12, 18; WFRP 62
- Scene WFRP65
- Act ToA 12, 18; WFRP 67
- Encounter WFRP, ToA
- Rally Step ToA 13-14
- Round (of Initiative) WFRP 34
- Turn WFRP 54-61
- Phase, beginning of turn WFRP 57
- Phase, end of turn WFRP 57
- combat step WFRP 57-62
skill checks,
location cards WFRP 7
investigation progress tracker ToA 78
Bestiary ToA
Ruinous Powers ToB 26-28
campaign flowchart ToA 35 (use for a scenario too)
Empire, History WFRP 89
ranges WFRP 52-53
Plot Triggers ToA 33-34
- Interlude triggers ToA 33
- Entry Triggers (encounter) ToA 33
- Exit Triggers ToA 34
- Character Hooks ToA 34
social encounters ToA 27
..
Writing and planning adventures for this game is no more difficult than for other RPGs, if that's what you're asking.
DagobahDave said:
Writing and planning adventures for this game is no more difficult than for other RPGs, if that's what you're asking.
Sorry, yes, that's exactly what I'm asking.
The game seems to play really well - but I was wondering about the poor ol' GM, how's the game stacked in helping him be creative? More work, less, about he same?
Either way, great advice from you all.
Check out theoutsiders68 on utube
He is about to run a review about how to write stories
Rat Catcher said:
DagobahDave said:
Writing and planning adventures for this game is no more difficult than for other RPGs, if that's what you're asking.
Sorry, yes, that's exactly what I'm asking.
The game seems to play really well - but I was wondering about the poor ol' GM, how's the game stacked in helping him be creative? More work, less, about he same?
Either way, great advice from you all.
Considering all the support systems, including the dice, I'd say WFRP 3rd ed. is perhaps even easier to write for than previous editions in terms of integrating the mechanics into the story.
boggle said:
Check out theoutsiders68 on utube
He is about to run a review about how to write stories
You seem to have a direct line into what this dude is doing or planning. Come on - 'fess up! It's you - right?
Nope i came across it and thought wow!
I emailed him and he is going to be talking about game design over next couple of days.
Great guy
Gallows said:
Considering all the support systems, including the dice, I'd say WFRP 3rd ed. is perhaps even easier to write for than previous editions in terms of integrating the mechanics into the story.
Yeah, I'd say exactly the same thing. There's a lot of support built in, it's a wonderfully fleshed-out world with lots of resources on the net and in other books, and all of the bits and doodads make it really easy to include your own mechanics or minigames. It seems to me to be an incredibly flexible system, and that makes it quite fun to work with.