Here are a few of my own ideas on creating adventures.
Types of Antagonists:
Negotiable: Will resort to violence if forced, but would
prefer to make an arrangement with the characters. (Example: cowardly or intelligent, but greedy
and lazy, monsters.)
Situational: Violent if provoked because of circumstance. (Example: wild animals that are out hunting
or in their lair.)
Confrontational: Violent if the characters happen to be
there. (Example: guards on duty, Orcs on
a raid.)
Adversarial: Seek violence against the characters
specifically. (Example: assassins,
someone seeking revenge for previous character actions.)
Bosses: Have big plans and manage large resources. Violent against the characters if they get in
the way or significantly degrade their holdings. (Example: dungeon overlord.)
Shadow Bosses: Like a regular boss, but are protected by
money, fame, title, and influence. They
are imperious to direct attack by the characters. (Even if directly killed, they can easily be
organizationally replaced.)
Confrontation is by proxy and the goal is to destroy the Shadow Bosses’
status and standing. (Example: a corrupt
king.)
Motivations for adventure:
These motives (adventure hooks) can be combined and vary
from character to character even on the same adventure.
Circumstance: Opportunity/complication from being in the
right/wrong place at the right/wrong time.
(Example: acquiring a treasure map in a dice game, running into a gang
fight.)
Threat: The characters must act or they will incur a loss,
either personal or on a larger scale.
(Example: invasion, theft of a treasure haul)
Obligation: Required as a consequence of prior actions,
current status, or from family, friends, other groups, or country. (Example: drafted, old master kidnapped)
Charter: Essentially an economic goal. (Example: raiding a
dungeon)
Quest: Anything other than an economic goal. (Example: destroying the ring of power)
Emotional: Curiosity, fear/survival, greed, heroism/fame,
loyalty/honor/duty, and revenge.
(Example: character’s honor is called out, characters on the run after a
heist.)
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