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What Makes an Adventure Really Good?

robject

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What are the ingredients of a "really good" adventure? What proportion of action, background, progression, color, thoughtfulness, and challenge?

Consider that many adventures published for Traveller are considered "really good" by different people; I suspect there may be key elements common to all of them, but to what degree can you rely on these elements to determine that an adventure is "really good"?

What is that most important thing? That the writer be a good writer? That his vision is focused and coherent?
 
I love CT, but really, early Traveller produced some of the worst adventures I've ever seen. Entire adventures that lack any real plot. Many were simply extended 'situations', within which interesting events may or may happen depending on dice rolls and how well the GM can improvise.

Access Visa. Terrible. And included as an introductory scenario more than once. The roleplaying game of red tape.

Shadows. An abandoned installation with small creatures running about.

Mission on Mithril.

Research Station Gamma.

Exploration without much of any real plot, plot twist, meaningful goal etc.

I found 76 Patrons far more inspiring, providing a great generic set-up that could be set almost anywhere (the GM could tailor it to suit local colour), and a number of outcomes, some of which could be combined to produce added complexity. Some of the patron encounters could be linked to create story arcs, too.

I thought Traveller: 2300 would be different, but the introductory scenario was again 'you are stranded on Beta Canum Venaticorum ad must travel across country to safety'.
 
I think you misudge shadows. Shadows is a forced exploration; the pyramid shot you down, go solve it or die trying. If the GM handles the timekeeping fair and well, it's one of the tenses adventures I've run.
 
Could be, I've never run it, judging it too thin.

Now Death Station I like, the GM has flexibility in pitting the deranged scientists against the PCs. I like, also Signal GK, with its emphasis on 3 worlds, the threat of the Solomani agent and the tasks and threats involved.

I think you misudge shadows. Shadows is a forced exploration; the pyramid shot you down, go solve it or die trying. If the GM handles the timekeeping fair and well, it's one of the tenses adventures I've run.
 
I love CT, but really, early Traveller produced some of the worst adventures I've ever seen. Entire adventures that lack any real plot. Many were simply extended 'situations', within which interesting events may or may happen depending on dice rolls and how well the GM can improvise.

Access Visa. Terrible. And included as an introductory scenario more than once. The roleplaying game of red tape.

Shadows. An abandoned installation with small creatures running about.

Mission on Mithril.

Research Station Gamma.

Exploration without much of any real plot, plot twist, meaningful goal etc.
How did Bk3 put it, you need a push, a pull, and an enigma to make a good adventure. Or am I missing something?
Mission on Mithril has a good 'pull' to it - do this job so you can leave the cold, uninhabited planet. Otherwise, you're right the adventure is pretty thin - random animal encounters and weather events. And the sites you're supposed to visit are boring. But with some imagination it shouldn't be too hard to crank up the excitement by adding in new elements.
I think that some of the early adventures that were as you said, extended situations were designed so as to allow the GM flexibility which you don't see in early D&D adventures like "Keep on the Borderlands" - an almost definitive dungeon crawl: "enter area, kill monsters, take treasure, move to next room, repeat".
 
Mmm, I see a lot in common between Death Station and Shadows. Although, there's no insane genetic experiment wandering around the Shadows ruin.
 
It all depends

It all depends on who is running the game.
A good ref can take an average or even so-so adventure and make it great, a poor ref will make a good adventure average or less.
Of course if the ref is on a bad day and pulls out one with skull and cross-bones on it,yikes!:devil:
 
The two best ones I saw were Nomads of the World Ocean and Chamax Plague/Horde. They could be run in any universe, didn't require a lot of backstory that took place off-world to enjoy them, and could equally create multiple seeds to go in other directions (or even return to these) after the adventure is over. And both of them sound like they'd make good movies...although the chamax movie would best be in black&white and filmed in some desert around 1955 or so.

Those are all qualities that I think make a great adventure..provided all the other ducks (good ref, good players, and everyone is enjoying it and all are involved) are in a row.
 
Here's the list I use to check my adventures over:

Trust. The players need to be able to trust themselves to deal with the situation, and trust the ref to present it fairly. Therefore the situation needs to be something they can recognize and characterize well enough going in that they'll give it a try, even when they know they don't have the whole story.

Setting: This has to be happening somewhere, or some sequence of places. Make it a setting, not an empty sound stage.

Conflict at All Levels. Player and/or group vs. environment, antagonist, and self. All at the same time if possible, and as frequently as possible. There need to be choices that divide them as well as choices that each player gets to make that affect the group as a whole. Choose between self-interest and the parties interests, or the patron's interests. Choose between lousy alternatives with insufficient information because you're the only one who can, for whatever reason. And so on.

A Big "Wienie," the "pull" or big goal.

A Big Whip, the "push" or consequences for inaction, hesitation, or failure.

Lots of little wienies and whips, best if tuned for individual players and their characters. Make it personal. And distracting.

A big bad guy. It helps to have someone to hate or blame, even if they're not on-scene or directly involved in the adventure.

Little bad guys. Shoddy workers, crooked car salesmen, the apathetic and unhelpful, etc. Even if they're not on-scene, the results of their work, or lack thereof, will be.

A puzzle or mystery to keep people's minds busy when they're not talking to me.

Tie-ins to larger campaign threads.

A clock. Little whips, or tangible reminders of the Big Whip, timed to strike on a regular basis, keeping up the drumbeat of the adventure, ratcheting up toward the big confrontation.

Magnificent scenery. At least one scenic moment, preferably at least two; one when setting the scene and another when setting the scene for the big confrontation.

The payoff. Let the id monsters safely run wild at least once a night, and make it feel goooood. (Take notes and save consequences for later. >:D )

The big confrontation.

The _real_ big confrontation. Grendel's mama, the secret plot behind the plot, etc.

An end. There has to be an end or the players will, like an over-trained dog, kill you some day.

Open questions. There may be an ending, but there will still be more questions that answers.

Payout. Ship repairs, loot bags full, money to drink, a comfortable bed for a night or some sizable fraction of it. Don't jerk them around when they're tired and they've got their hands stuck out for payment.
 
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Access Visa. Terrible. And included as an introductory scenario more than once. The roleplaying game of red tape.

I agree Exit visa is rubbish and just frustrating for the Players and the Referee. It makes much more sense if you play the "Stranded on Arden" version from Adventure Gaming vol 1 no. 6 here:

http://www.travellerbibliography.org/gdw-ct/Stranded.html

It gives Arden a whole lot more context as well. In fact it changes the whole adventure into one that is orders of magnitude better. Still not brillient, but soo much better.

Regards,

Ewan
 
Here's the list I use to check my adventures over:

That's a good list.

Push, Pull, Enigma and Gimmick are my starting blocks. If I can't find out what these are in any adventure then I start again, or add then in.

Setting: If your doing a one off adventure it's good to be Sci-Fi. The players have to know they arn't just walking down the streets of any generic modern day city. Vacume worlds, Space, Hot Hellholes, Ice Worlds, Tidel locked worlds, Astroids, Incidious Atmoshoeres, etc. etc. ect. Campaigns are differnet, you can ease the players in, and explore different cultural aspects of Sci-Fi on a TL9 garden world much like earth if you wish. For one offs it's good for it to be a challenge to the players just being there.

Good Karma Side Plots: I have these apparently irrelevent plots scattered through adventures that the players don't have to do to finish the adventure but if they do then they are helped at some point down the line. These can be better in campaignes because one side plot in one adventure can lead to a big help in another.

Moral Choises: If your group is into "Role Playing" then these moral delamars add to the experiance. If your group isn't then they can be annoying. Again much better for campaingns when the players chioces can have more far reaching consiquenses.

Contrast and build up: A bit of mundane, a bit of edginess, an adrenalin rush, and a climax. in any order you like, but with the climax at the end!

Regards,

Ewan
 
It all depends on who is running the game.
A good ref can take an average or even so-so adventure and make it great, a poor ref will make a good adventure average or less.

...which circles back to my original question. At least part of what you're saying is that a good referee knows what makes a good adventure, and adds in the missing bits. So, what are those missing bits?


Here's the list I use to check my adventures over:

Trust [...]
Setting [...]

Conflict at All Levels. Player and/or group vs. environment, antagonist, and self. All at the same time if possible, and as frequently as possible. There need to be choices that divide them as well as choices that each player gets to make that affect the group as a whole. Choose between self-interest and the parties interests, or the patron's interests. Choose between lousy alternatives with insufficient information because you're the only one who can, for whatever reason. And so on.

[the pulls, various sizes]
[the pushes, various sizes]
[the enigma]

Tie-ins to larger campaign threads.

A clock. [...]
Magnificent scenery. [setting] [...]
payoffs [...]
[a couple big climaxes]
[open-ended enigmas for later]




That's a good list.

Push, Pull, Enigma and Gimmick are my starting blocks. If I can't find out what these are in any adventure then I start again, or add then in.

Setting [...]

Good Karma Side Plots [...]

Moral Choises [depends on the group]

Contrast and build up: A bit of mundane, a bit of edginess, an adrenalin rush, and a climax. in any order you like, but with the climax at the end!


QFT
 
In addition to the specific Book 3 elements (gimmick, push, pull, enigma), here are some other ideas I've gleaned from roleplayingtips.com:

Know the Ending. Know where you want to take the adventure. What's the last scene you want in the adventure? Set that, then work it to there in the most enjoyable way you can think of.

Break cliches. Cliche helps understand the world, but good adventures take unexpected turns. So recycle cliches in unexpected ways.

(This one is more about refereeing: listening to good ideas the players come up with when trying to solve your adventure, and then spring it on them a bit later.)

NPCs and encounters are the backbone of every adventure. This is especially true when PCs are in a city -- the encounter table can be very useful here in mapping out a city! When creating an NPC, consider notes about her family and personal history, personality, "blind spots", and plans for the future. Quite often plotlines can be woven through these.

(Referee note, rather than Adventure Writing note:
My NPC method is to supply semi-random names on one sheet of paper for truly random encounters; I'll pick a name and assign it, crossing off the entries as I go, then note down the newly-created NPC on an "NPCs" page, leaving a couple of lines free for future notes.)

Vary the size and scope of plotlines (and secrets): mix up smaller ones with bigger ones, rather than progressing from small to epic (see dealing with the "cliche" above).

Don't bother much with prepared speeches by NPCs. Similarly, sketch out scenes, with just a few helpful details.

I love tangible things like maps, ship's papers, and the like. To be good for an adventure, though, it's often better to keep them enigmatic. This saves on prep time, engages the players' imaginations, and keeps the props themselves flexible.

Themes. Regina is a "capital world" -- so what might that mean? An adventure might describe the world using a color scheme, a particular way of designing buildings ("low-lying gravitic", or "solid and square"), a particular quirk of government ("each bureaucracy, strangely enough, performs the function of the next bureaucracy down the list perfectly, but can barely execute its own mandate"), etc. Yori, on the other hand, might be a Baron's paradise, while still being mostly a gritty red-yellow wasteland. NPCs similarly can fall into themes, as can cities and starships (but remember the note on "cliche" above).

Environment and weather. Most versions of Traveller have rules for dealing with the environment, which can be seen as a potentially fearsome impersonal opponent.

Worry about the story more than creatures. Happily, that's more or less how Traveller rules spend their time: less on creatures, more on people.

Write down ideas while they're fresh. Move quickly on the good stuff, and toss the useless stuff. Then mull things over later.

Finally, for Traveller, this from Don:

Traveller is about travellers -- the name of the game is literally the role the game assumes for the player character. No matter what setting is used to run a "Traveller" game, there is a general assumption that there exists a class of individuals, from a wide variety of careers and social distinctions, who possess the ability to freely travel across parts of that universe, and the rules govern the exploration of those travels. Some within this class may be impoverished, and either work for their passage or steal for it, while others possess the ability to fund such travels in some comfort, and there are some who enjoy the highest luxuries while engaged in their travels. But the very nature of such travels breaks down social distinctions -- when problems arise, a real traveller is one who faces the moment alongside other travellers. Those outside this body of travellers can neither understand what would bring a scandalous rogue and the most noble Duke together -- but it is the shared experience of being a traveller which allows it to happen. Settings which apply this notion, and referees who indulge in this experience, take the Traveller role-playing experience to its highest levels. It is when an author or referee take their eyes off the travel, and focus on the story, that the game falters.
 
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My Cr0.02 ...

Avoid trying to force an adventure to match the plot of your favorite book, movie or television program. Your players may have other ideas.

Keep magic out of the game. Clarke's Law can only be stretched so far.

Make sure that in the real-world setting, the people that are not playing Traveller are okay with a group of strangers (or even friends) having a sometimes-rowdy game going on in their home. Sometimes, the non-playing spouse is just this >< close to telling everyone to go home. Please remember to treat this long-suffering individual with respect and kindness.
 
robject,

The missing parts are the "bits" that fit the PC's in your group.
For example: If someone has a Marine in the party,no gun play=boring for that PC.
Maybe all it takes is a random encounter,but that should be added in.
Tailor it (the adventure) for your party, sub plots,twists,whatever it takes.
The rules (like merchants and cargo) are set up so if you try to follow,you fail
but if you cross the line (illegal cargo,smuggle etc..) you might get ahead, and
thus an adventure.
 
That's a good list.
Setting: If your doing a one off adventure it's good to be Sci-Fi. The players have to know they arn't just walking down the streets of any generic modern day city. Vacume worlds, Space, Hot Hellholes, Ice Worlds, Tidel locked worlds, Astroids, Incidious Atmoshoeres, etc. etc. ect. Campaigns are differnet, you can ease the players in, and explore different cultural aspects of Sci-Fi on a TL9 garden world much like earth if you wish. For one offs it's good for it to be a challenge to the players just being there.

Basically these are just my notes to make sure I create someplace where the events occur that people can carry around in their head. Even if it's a string of systems that they go through for an adventure, they should have a mental picture of where things are going on, going to, and coming from. If they can't visualize it, keeping the adventure on track is a lot harder.

Likewise, this and the scenery notes remind me to give them something in the way of a mental distinction for this location or set of locations compared to other adventures. They should have some way of saying "remember that place where..." about the adventure.

The "little wienies" are often locations themselves that draw the players to them because they draw attention to themselves somehow. A starport that can cover a particular piece of repair or maintenance may be a little wienie, for example.

I picked up the "wienie" terminology from Walt Disney, who used the concept when designing his parks to help guide folks where he wanted them to go and help them find their way around. My first really successful star city was based on Disneyland for layout. My players never caught on, but were able to find their way around, get engaged with adventures easily, and get themselves into all sorts of situations on their own when I borrowed the design concepts from the parks.
 
Another tug at the players is a "tough" setting ..

Say the players are on the wrong-side of a law level E mainworld -- and thus are enemies of the state ... there are plenty of movies & TV shows to use as an example. But of course -- the good guys dont always win .. lol; but who's to say the players are 'the good guys' .. lol

so the players could work in the "underground" and dissapear working in the shadows -- could try and get off planet and to "freedom" -- or the players might fight back -- and maybe gather a few "friends" and form a new hot-spot of resistance ( just make sure the "friends" aren't govt agents posing as an ally - only to expose you and your network)

lol -- it would keep a party on thier toes and use everything from ex-military to traders, to intel folks to mercs to criminals to normal folks who were in the wrong spot at the wrong time.

---

Or the party is on the "right-side" of that law-level E world -- and thus are watched and quietly despised by everybody around them --

So to justify your job -- you charge innocent people as terrorists and get to keep thier "stuff". you bust a drug dealer -- and decide if to sell or use those drugs while the dealer rots in a torture-center. And what about watching everybody around you and reporting on everything they do -- everything!. Friends will be hard to come by of course -- but the pay is good.... (and if you want actually try and 'change' the system from within? .. better not get caught ... lol)

So -- pick your poison -- since choosing a side has advantages -- and disadvantages ...
 
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