A few weeks ago I watched an interesting video that gave some advice on how to easily prepare campaigns and adventures when playing RPGs. Even though the advice was meant for GMs that are planning a new game for their group, it works wonders if you intend on playing solo. I took some notes (which I'm glad I did because I no longer remember the video), and here's my version of the method.
2. Ask players what elements of the setting they want you to know. You don't need to know everything. This is your version of the setting.
3. Do some research on those locations your players are excited about (limit this to about an hour). Additionally, look at specific towns on the map and read about them a bit.
4. Write down 3 to 5 loosely related plot hooks (i.e. basically, each plot hook will lead to the main plot).
5. Each hook should be about 4 sentences long:
8. If players move outside the town, google a new location. See which plot hooks and characters you can keep from your previous work.
9. Give players some big info on the next town and ask them for what they hope to find, and what they fear to find in there.
10. Plan the path from town A to town B easily. Write 4 bad things that can happen on the road on small pieces of paper. Then, each player gets to add 1 threat and 1 boon on two separate pieces of paper to the existing list of threats. These threats and boons must make sense according to the current biome (e.g. forest, ice lake), and must be roughly equivalent so they're balanced. In the end, there will be a series of threats and boons ready.
11. As players move through the path, grab papers from the collection of threats and boons (it could be 1 per player). This will allow for gathering information on what may be waiting in the next location.
12. Keep track of any mysterious elements that may come out during play to use them later in the adventure to bring the story full circle.
13. Rinse and repeat for the new town and any new journeys!
If you want to know how to brainstorm and create cool plot hooks, I invite you to read Part 2!
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The Generative GM Method, in a nutshell:
1. Pick an established setting. Somewhere easily googleable (i.e. lots of wiki info easily available).2. Ask players what elements of the setting they want you to know. You don't need to know everything. This is your version of the setting.
3. Do some research on those locations your players are excited about (limit this to about an hour). Additionally, look at specific towns on the map and read about them a bit.
4. Write down 3 to 5 loosely related plot hooks (i.e. basically, each plot hook will lead to the main plot).
5. Each hook should be about 4 sentences long:
- Quest giver (Q.G.)
- Perceived problem (P.P.)
- Real problem (R.P.)
- Clues to the main plot (Clues)
- You had an argument last week with another PC. Who was the PC and what was the argument about?
- You got drunk with PC XYZ and you told each other a secret. What was your secret?
8. If players move outside the town, google a new location. See which plot hooks and characters you can keep from your previous work.
9. Give players some big info on the next town and ask them for what they hope to find, and what they fear to find in there.
10. Plan the path from town A to town B easily. Write 4 bad things that can happen on the road on small pieces of paper. Then, each player gets to add 1 threat and 1 boon on two separate pieces of paper to the existing list of threats. These threats and boons must make sense according to the current biome (e.g. forest, ice lake), and must be roughly equivalent so they're balanced. In the end, there will be a series of threats and boons ready.
11. As players move through the path, grab papers from the collection of threats and boons (it could be 1 per player). This will allow for gathering information on what may be waiting in the next location.
12. Keep track of any mysterious elements that may come out during play to use them later in the adventure to bring the story full circle.
13. Rinse and repeat for the new town and any new journeys!
Now, because some things are better with examples, I'll provide you with my own example as I developed it for my latest game using Labyrinth Lord.
In my case, I chose a setting I created a year ago for my own games. The world is called Mithralond, and it consists of a series of continents, each one with cities, towns, and other interesting landmarks. I did not have to google anything because everything's in my imagination.
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This all started as a pen and paper map, that I later learned how to digitalize and transform using Photoshop and some fantasy map brushes. |
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I focused on one city, the city of Balirne on the lower left corner of the continent of Hilonde. I'm playing solo, so no need to ask my players about what interests them. On the contrary, whatever interests me is exactly what's gonna help me.
I'd like to know about the city's population, its surrounding terrain and weather, also a bit of sociopolitical aspects such as what types of buildings or areas may I find, if there are any guilds, what's the city famous for, etc.
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Done using Cityographer. |
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I discovered it's a large city located in the grasslands, of temperate weather, and with a big forest nearby. Humans are very common, as well as halflings. Dwarves, gnomes, and other races can be found around, except for elves and half-elves (they live in other contintents, and tend not to explore or travel much).
The city is divided into four areas: slums/underworld, commoners, the rich, and the elites. There are no nobles here because they live in other cities (i.e. Elessa and Vandessa, bicapitals of Hilonde).
This city is the heart of the Merchants' Guild known as "Sunita" or "The Guild of Profitable Schemes". Also, the Thieves' Guild of "Golshan the Unholy" has its headquarters in Balirne and pretty much rules all affairs in the city. It is rumored they provide illegal services of all sorts, which is why they're protected by Sunita and the city's elite. Adventurers may ask for work at Geraldine Dakota's office, which is part of the "Alliance's Official Adventuring Guild with the Royal Seal of Approval of his Majesty Ferdinand IV". There's also several temples of the Church of Evett's Saints (a religious order that's present in almost all continents and that's dedicated to helping the poor) all over the city.
As one last note, Balirne is known for being one the most technologically advanced societies in all of Mithralond, thus being a popular spot for scientists and inventors of all sorts. Magic in Balirne is not as important as science! (this gives the city an air of a steampunk world).
The city has 2 poor inns in the slums, 3 common inns, 1 good inn for the rich, and 9 temples of the church of Evett's Saints.
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