Showing posts with label Adventures. Show all posts
Showing posts with label Adventures. Show all posts

9 August 2013

Indigo Galleons and Sea Ghouls

This is the 'cover' panel of the trifold.

Last week I hosted the first weekly "Open RPG Night" in my city. I did so with the help of my local RPG Meetup group and while RSVPs were sparse at first, they came flying in during the last 24 hours or so.

The group that assembled consisted of myself and one other RPG fanatic as well as a handful people that were dipping their toes into the hobby or had schedules that don't allow for a regular RPG group. We sat down and voted on a game to play and after about ten minutes of deliberation the group decided on Dungeon World. Genius that I am, I had predicted Dungeon World being selected1 and had printed off a copy of each character sheet and the truly excellent Indigo Galleon adventure.

The Indigo Galleon is what I really want to tell you about today. It is one exceptionally well put together adventure from the mind of one John Aegard. It was written for Dungeon World, but any GM worth their salt should be able to use it with their system of choice.2

Why do I think The Indigo Galleon is so great? Let me count the ways:
  1. It fits on a single piece of paper, double sided.
  2. There are no less than 4 different Fronts.
  3. Three different maps (ship, world, dungeon)
  4. Not a single word waster.
  5. Excellent layout.
  6. 100% free.
This adventure is exactly what I look for in a module that I haven't prepared myself. It places all of the pieces I need for a memorable game in front of me and then leaves it up to me to assemble them. There is none of that flipping through pages to find out what happens if the PCs do X or what is in room Y. No, The Indigo Galleon is content to provide you with an environment pregnant with adventure. It gives you a ship full of ghouls, octopus people preparing a ritual to summon a magical beast, a storm, pirates and a pirate captain that has gone missing.

Dungeon World's fronts have been discussed across the Internet at this point and I'm not going to go into detail on why they're great. I will say that The Indigo Galleon implements them exactly how they should be done, something that I rarely see even from other adventures published for Dungeon World. There are four fronts, all of which are progressing at about the same rate. Heroes are going to be torn between crisis and as they reach the end of their tracks it will all come to a glorious head, or at least it did when we played through the adventure.

My Open RPG Night group finished the adventure in about four hours, but we had to rush it a bit near the end so I think a five hour block is needed to truly do the adventure justice. If we had been planning to carry on with a campaign it would have served as an ideal starter, especially given how the adventure ended (with the heroes hiding in caverns from an enormous sea monster from a summoning gone wrong.)

If you want to take The Indigo Galleon for a spin of your own, you can get it for free from John's website.



1 New gamers or gamers coming back into the hobby almost always the most familiar option. It came as no surprise to me that they picked Dungeon World due to its similarities with a certain other fantasy RPG.
2 One of the best things about Dungeon World is that any adventures written for it are practically system agnostic. Monsters and NPCs are primarily described with keywords and phrases and GM moves are essentially just suggestions on how to handle the adventure.

26 July 2012

Tug-of-Adventure

I have been thinking about adventures as a game of tug-of-war. On one side is the goal, the thing that the adventurers are trying to accomplish. On the other side are the goals of the aggressor or what happens if the adventurers are not successful in their venture. In the middle of all this lies the adventure.

Click to enlarge.

Imagine if everything that a character did (or didn't) moved the tug of war in one direction or another. If the  heroes successfully repelled some raiding orcs that would move things one notch in favour of a positive outcome or overall success for the heroes.

Now imagine there are some zones or markers along the field. Each of these zones represents a change of overall circumstances or attitudes. As the villain gets dragged through these zones they might become more and more desperate, resulting in more dangerous and risky schemes in an attempt to drag things back in their favour. On the other hand, if the adventurers get dragged towards the Negative Outcome their own circumstances worsen. Allies die or abandon them, traitors appear, evil poisons the land, monster attacks become more frequent and so on.

You could also apply positive effects in the zones. As the heroes draw closer and closer to their ultimate goal then perhaps more and more people flock to their cause and the less control over the world the villain has.

What is the point of all this?

I came up with this idea as a way to give an overall structure to a game of Rollplay. In my playtest of the game I found that since players could create any obstacle or circumstance they wanted in each scene that this lead to a disjointed, somewhat manic and unfocused narrative. This can be fun in its own right, but isn't really the overall feel I was going for.

What I hope to accomplish with a mechanic like this adventure tug-of-war I hope to create an overarching narrative in an improvised game. By using this mechanic a win and lose condition enter the game and consequences affect the story on a macro level. Using this method I can have players define the adventure or goal at the beginning of a game, something like "prevent Sauron from conquering Middle Earth".

Other uses

While I had originally conceived this as a mechanic for the Rollplay Engine, I think it could also work very well as a way to move through an adventure module for other role playing games. I envision a non-linear adventure with a primary antagonist of some kind. Any number of zones could be placed on the adventure "line" and each could be associated with a number of different encounters. As the players move back and forth along the line the GM selects (or randomly chooses) an encounter from whatever zone they have moved into.

There is some risk of the players getting caught in a loop where they bounce back and forth and end up running out of new encounters for a specific zone. To deal with this a time mechanic might be added. A villain really only needs to slow down a group of adventurers until they can complete their plan. If the group runs out of time then the villain achieves their goal, but this may not be a complete victory if the players are far enough along the line towards a heroic success.

I suppose a GM might also use this mechanic as a way to track progress on in any RPG. It could be useful just for determining the attitudes of a villain to the player characters or keeping track of progress towards defeating a villain in an improvised game.

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