Anonymous October 27, 2007 - 5:38pm | For a Printer Friendly version click here. Content of Fistful of Credits project How to create a Module for Star FrontiersTaken from the Alpha Dawn Core Rule book page 99. Content of Digitally Remastered project How to Referee AdventuresAdventures are the stories to challenge the players and their characters. The referee can use published adventures or he can create his own. The first thing you must do as a referee is create adventures for your players. Adventures can be as simple or as complex as you want to make them. You can design them completely from your imagination, or take ideas from books and movies.
Theme When choosing a theme for your adventure, you should consider these three things:
create simple adventures are listed below:
Settings The settings or locations of an adventure determine the events that can take place and what animals and events can be encountered; guards and robots can be encountered while searching a secret outpost, but wild creatures and dangerous terrains are more likely if characters are exploring a new planet. Your settings can be as big or small as you want to make them. An entire adventure could take place in a single building, or it could require the characters to travel halfway around a planet. The settings you select should have a purpose in the adventure. The players should be able to complete some part of their objective at each place. For example, when searching for someone lost in the wilderness, searchers can find important clues at the spot where the lost person was last seen, at the site of an old campfire, at a spot where they find a dead beast with a trail of blood leading away, etc. At each setting, players can discover the direction the person traveled, how long ago he was there and what has happened to him. When designing a setting, you should try to answer these questions:
Events Once you have chosen the theme and settings for an adventure, you must design the adventure itself. An adventure is divided into several smaller challenges that the players must overcome. Each of the challenges must be placed in a specific setting. When designing an adventure, first determine what events or challenges you want. Each event should provide an obstacle to overcome, a lesson to be learned or an opportunity to gain something that will aid the characters in reaching their goal. Events should always be exciting or provide a puzzle that the players must overcome with their wits. Follow each of these four steps when designing events.
Random Events. Sometimes, referees may want to set up encounters or events that occur randomly, instead of being pre-planned. Usually, random encounters are tied to die rolls that are made at certain time intervals or when characters enter an area. For example, the referee could decide the characters have a 20% chance of being attacked by wild animals every night they spend in the mountains, or a 30% chance of meeting a criminal in a seedy part of town. Random events should be created when the adventure is designed. If you have only one random event, you can simply give it a percentage chance of happening. If you have more than one random event, you can arrange them on a table and assign a percentage chance that one will happen. Then, if there is a random event, you roll a second time to see which specific event happens. If you have more than one event, you can let each one happen only once, or let an event happen whenever it is rolled up. [ to be continued ] |