One Page Adventures
One Page Adventures
What do you think of the recently rolled out "one page" or "one night" mini-adventures recently rolled out by the trolls? So far I like the idea and at a glance they seem fitting and well done.
Thoughts? Uses? The type of thing you want to see in Doomsday?
Thoughts? Uses? The type of thing you want to see in Doomsday?
Wow, Another Natural One! You guys are a sink hole for luck. Stay away from my dice.
Re: One Page Adventures
I like them. I converted them to Fantasy Grounds modules and am planning on using them with my gaming groups to fill in holes (when the players go in an unexpected direction and I need to do something quick while I prepare...)
Re: One Page Adventures
It would be nicer if they included a map or two.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
- Penny-Whistle
- Ulthal
- Posts: 722
- Joined: Mon May 25, 2015 12:29 am
Re: One Page Adventures
I haven't seen the Troll's version but I'm really impressed with a free resource I found for sketching out quick one-off adventures. I used this last night when my party decided to leave a planet and land on another that I hadn't finished prepping for. Yipes! Thank you, Roleplaying Tips. http://roleplayingtips.com/5-room-dungeons/
The summary below is mostly a cut and paste job. Check out the original for all kinds of great ideas and specific suggestions. I like this structure because it can be completed quickly and yet at the same time feel like a complete mini-story. A person could also use the last room as a plot twist to encourage the players to move toward some other adventure.
The Structure goes like this
Room One: Entrance And Guardian
There needs to be a reason why your dungeon hasn't been plundered before or why the PCs are the heroes for the job. A guardian or challenge at the entrance is a good justification why the location remains intact. Room One is also your opportunity to establish the mood and theme to your dungeon, so dress it up with care.
Room Two: Puzzle Or Roleplaying Challenge
The PCs are now presented with a trial that cannot be solved with steel. This keeps problem solvers in your group happy and breaks the action up for good pacing. Make Room Two a puzzle, skill-based, or roleplaying encounter, if possible. Room Two should shine the lime-light on different PCs than Room One. So if the opening room is a puzzle, this one should be a physical challenge.
Room Three: Trick or Setback
The purpose of this room is to build tension. Do this using a trick, trap, or setback. Use this room to cater to any player or character types not yet served by the first two areas. Alternatively, give your group a double-dose of the gameplay that they enjoy the most, such as more combat or roleplaying.
Room Four: Climax, Big Battle or Conflict
This room is The Big Show. It's the final combat or conflict encounter of the dungeon. Use all the tactics you can summon to make this encounter memorable and entertaining. Remember: interesting terrain and/or equipment is good. Try to make it so a variety of PC skills and talents are required to successfully complete the encounter.
Room Five: Reward, Revelation, Plot Twist
It does not have to be an actual extra room. This is where your creativity can shine. Add something to make the dungeon or reward different and memorable.
The summary below is mostly a cut and paste job. Check out the original for all kinds of great ideas and specific suggestions. I like this structure because it can be completed quickly and yet at the same time feel like a complete mini-story. A person could also use the last room as a plot twist to encourage the players to move toward some other adventure.
The Structure goes like this
Room One: Entrance And Guardian
There needs to be a reason why your dungeon hasn't been plundered before or why the PCs are the heroes for the job. A guardian or challenge at the entrance is a good justification why the location remains intact. Room One is also your opportunity to establish the mood and theme to your dungeon, so dress it up with care.
Room Two: Puzzle Or Roleplaying Challenge
The PCs are now presented with a trial that cannot be solved with steel. This keeps problem solvers in your group happy and breaks the action up for good pacing. Make Room Two a puzzle, skill-based, or roleplaying encounter, if possible. Room Two should shine the lime-light on different PCs than Room One. So if the opening room is a puzzle, this one should be a physical challenge.
Room Three: Trick or Setback
The purpose of this room is to build tension. Do this using a trick, trap, or setback. Use this room to cater to any player or character types not yet served by the first two areas. Alternatively, give your group a double-dose of the gameplay that they enjoy the most, such as more combat or roleplaying.
Room Four: Climax, Big Battle or Conflict
This room is The Big Show. It's the final combat or conflict encounter of the dungeon. Use all the tactics you can summon to make this encounter memorable and entertaining. Remember: interesting terrain and/or equipment is good. Try to make it so a variety of PC skills and talents are required to successfully complete the encounter.
Room Five: Reward, Revelation, Plot Twist
It does not have to be an actual extra room. This is where your creativity can shine. Add something to make the dungeon or reward different and memorable.
Re: One Page Adventures
They all seem like good fun. Trying to figure where to incorporate them into the A-series which I should start running in the next month or so.
Re: One Page Adventures
Is there a link?
Haven't seen or heard of them, but I jump directly to the forums, so no surprise there.
In general, I like short and sweet idea drivers. Reminds me of Judges Guild.
Haven't seen or heard of them, but I jump directly to the forums, so no surprise there.
In general, I like short and sweet idea drivers. Reminds me of Judges Guild.
- Buttmonkey
- Greater Lore Drake
- Posts: 2047
- Joined: Fri Jun 15, 2007 7:00 am
Re: One Page Adventures
I can't find any mention of them in the TLG store. I have no idea what this thread is talking about.serleran wrote:Is there a link?
Haven't seen or heard of them, but I jump directly to the forums, so no surprise there.
In general, I like short and sweet idea drivers. Reminds me of Judges Guild.
tylermo wrote:Your efforts are greatly appreciated, Buttmonkey. Can't believe I said that with a straight face.
Re: One Page Adventures
Backers of the Kickstarter are getting them. As for which one, I don't recall. I just see an e-mail from the Trolls about a KS, click on it, and see that I get a free one page adventure PDF, and get it.Buttmonkey wrote:I can't find any mention of them in the TLG store. I have no idea what this thread is talking about.serleran wrote:Is there a link?
Haven't seen or heard of them, but I jump directly to the forums, so no surprise there.
In general, I like short and sweet idea drivers. Reminds me of Judges Guild.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
- Buttmonkey
- Greater Lore Drake
- Posts: 2047
- Joined: Fri Jun 15, 2007 7:00 am
Re: One Page Adventures
Which Kickstarter?
tylermo wrote:Your efforts are greatly appreciated, Buttmonkey. Can't believe I said that with a straight face.
Re: One Page Adventures
Not sure. Didn't make a point of memorizing which KS it is from. Considering the monsters used in all of these is from Classic Monsters, I would guess this is for its KS.Buttmonkey wrote:Which Kickstarter?
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: One Page Adventures
Three sisters most likely if not then one of the Codex? Keeping that kind of stuff straight is quite frankly way too tedious.. thankfully the trolls have a system and they are slow but honest little bugger!
Wow, Another Natural One! You guys are a sink hole for luck. Stay away from my dice.
Re: One Page Adventures
It was a part of the CM KS. I am getting them too, and I didn't back the 3 Sisters KS.Treebore wrote:Not sure. Didn't make a point of memorizing which KS it is from. Considering the monsters used in all of these is from Classic Monsters, I would guess this is for its KS.Buttmonkey wrote:Which Kickstarter?
R-
Castles & Crusades: What 3rd Edition AD&D should have been.
TLG Forum Moderator
House Rules & Whatnots
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Monday Night Online Group Member since 2007
TLG Forum Moderator
House Rules & Whatnots
My Game Threads
Monday Night Online Group Member since 2007
Re: One Page Adventures
Hmm. I think this would be something the Trolls could capitalize on if done right. Lacking maps, though, could be a "no sale" for some. Perhaps it should be "two pages" where the front is the adventure and the obverse the map.
- SmokestackJones
- Hlobane Orc
- Posts: 126
- Joined: Sat Aug 18, 2007 7:00 am
- Location: Oklahoma City, OK
Re: One Page Adventures
I'd like somee but I did't back anything. So no fo' me.
Then gain, I'm drunkk.
Did I ever teel you guys you're great/? Just wantd to sayy that...
-SJ
Then gain, I'm drunkk.
Did I ever teel you guys you're great/? Just wantd to sayy that...
-SJ