Thursday 15 May 2014

Out of Bullet Points

I've been thinking alot recently about how I structure my prep work for my weekly meatspace game, using a classic 3 Act format, with loose detail s given in bullet points i'm able to quickly map the intended course of the adventure. The loose structure relies on improv to flesh it out at the table, but thats ok - it gives me a skeleton to riff off and gently exercises the part of my brain that deals with quick thinking. A big plus is that if the players derail, your plot is flexible enough to adapt.

It pretty much went according to plan, some changes but the players enjoyed it, it would be interesting to run the adventure again - change a few dials and see how it plays differently.

Here's how I wrote up the last 3 sessions:

Act 1
Present the Threat

Scene1
Arrival at tower
  • Merchants carrying exotic overland goods, large crowd growing outside shut gates.
  • Rumours of one brother acting strangely after returning from an adventuring trip
  • After a time the Speaking face will sound the alarm, the doors will bursts open unleashing swarms of clockwork pirates.
  • If un-reacted to the genies guards begin to lose and merchant will urge anyone with strength to help.

Scene2
Fight to the Top
  • Several combat encounters up the tower

Scene3
The Brother Plight
  • Two of the genie's are lying unconscious in their rooms, under a demonic curse.
  • Merchants will know where the Pirates came from, and why its important that whatever affects the brothers be stopped, them re-united and made well (they are the only ones who can open the gates to the overmarch)

Act 2
Ramp Up The Tension
Scene1
Flight to Red Roost
  • The genies have a roost of Hippogryphs
  • Red Roost must be navigated to.
  • Pirates patrols can be avoided or tackled 
  • the final patrol is at sunset.

Scene2
Finding a Way Inside
  • Gain entry to the Red Roost fortes via stealth or strength, either skill challenges or combat encounters.

Scene3
Showdown with Red
  • Djinn has glamour cast upon him, he's really demon
  • Fight with the 3rd demon-bound clone of brother
  • A large talisman will open a pocket dimension to the Abyss.

Act 3 
Finale and onwards
Scene1
Through the Portal
  • Search the Demense
  • Encounter weird Abyssal entities
  • Possible chance of combat encounters.

Scene2
Showdown
  • Fight with Arch-Demon guarding the 3rd Brother
  • Brother kept in purpqle energy cage

Scene3
Back to the Tower

  • When free'd the brother will teleport everyone back to the tower and revive his brothers, Open the gate to the overmarch.

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