AWW: Adventure and Monster Design
Jun. 5th, 2012 01:42 pmTHE GIANT IN THE HILLS
This is a fairly brief, fairly rough draft of a typical one-off adventure for A Wilder World to show some of the philosophy behind adventure and creature design. This kind of adventure is meant to reflect the kind of problem/resolution plot you'd find in a single episode of an episodic fantasy series: group reaches town, town has problem, group solves problem.
Depending on the group (and the optional elements used), this could be a very combat-heavy adventure, one that revolves around figuring out what's going on and how to make people happy while avoiding combat, or something that takes a middle path.
The actual adventure write-up would include more numbers (Target Numbers for checks to notice things, convince people of things using different approaches, etc.) and some outlines for particular NPCs (for example: a village leader, a hothead, an advocate for calm)
( Cut for nerdery. )
This is a fairly brief, fairly rough draft of a typical one-off adventure for A Wilder World to show some of the philosophy behind adventure and creature design. This kind of adventure is meant to reflect the kind of problem/resolution plot you'd find in a single episode of an episodic fantasy series: group reaches town, town has problem, group solves problem.
Depending on the group (and the optional elements used), this could be a very combat-heavy adventure, one that revolves around figuring out what's going on and how to make people happy while avoiding combat, or something that takes a middle path.
The actual adventure write-up would include more numbers (Target Numbers for checks to notice things, convince people of things using different approaches, etc.) and some outlines for particular NPCs (for example: a village leader, a hothead, an advocate for calm)
( Cut for nerdery. )