A couple of resources that came up in conversations on twitter
- Corey Reid’s Prepare an Awesome DINO-PIRATES Game writeup is applicable to many other games as a solid, fast way to build an adventures.
- Similarly, Quinn Murphy’s Sand & Steam Adventure Template is another set of guidelines for whipping up a solid adventure.
- And simply because it’s in the same mindspace, I point to my own Two Guys With Swords
These are three different methods to create a compelling and engaging adventure with little prep and – importantly – without having a pre-written adventure on hand. I love this kind of stuff, and I think it’s directly and practically useful at the table.
It’s also on my mind because I’ve been thinking a bit about what a published adventure for a FAE game would look like. To understand why this is such an interesting challenge, consider converting any classic D&D module or module series to FAE. It reduces the bulk of the dungeon rooms drastically and pulls out the blatant GM forces, laying bare the bones of the actual adventure. Some hold up, others do not.
Now, there’s a case to be made that a good FAE adventure could be little more than the expression of one of those templates I listed above. I think that could work, certainly. It’s all that’s needed in the strictest sense. But I feel like that’s missing something. There were elements of fiction to classic adventures which made them compelling – often more compelling than the actual adventure component itself was. But I have not yet put my finger on how to express that without just effectively handing the GM a short story.
Which might not be a terrible solution. But I’ll noodle around until I think of something else.
My personal go to is the Slave Lords series, It’s premise is actually really cool and gameable, but between the requirements of dungeons and the fact that it’s designed for tournament play, it really falls apart when you unplug the D&D. ↩