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Alpha Dawn - Star Frontiersman

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or small as you want to make them. An entire<br />

adventure could take place in a single building, or it<br />

could require the characters to travel halfway<br />

around a planet.<br />

The settings you select should have a purpose in the<br />

adventure. The players should be able to complete<br />

some part of their objective at each place. For<br />

example, when searching for someone lost in the<br />

wilderness, searchers can find important clues at the<br />

spot where the lost person was last seen, at the site<br />

of an old campfire, at a spot where they find a dead<br />

beast with a trail of blood leading away, etc. At each<br />

setting, players can discover the direction the<br />

person traveled, how long ago he was there and<br />

what has happened to him.<br />

When designing a setting, you should try to answer<br />

these questions:<br />

• What is the setting's purpose? When during the<br />

adventure will the characters arrive there? What<br />

information are the characters supposed to find<br />

there?<br />

• What does the setting look like? What are the most<br />

important features: where are trees and streams,<br />

doors and furniture?<br />

• What types of creatures, characters and events will<br />

the characters meet there? Are there any<br />

important plants or weather conditions, alarms or<br />

robots? These are not necessarily challenges to the<br />

players. They can be used to identify the area.<br />

• Are there any other important features about this<br />

setting? Does it limit movement in some way or<br />

hide things from sight? Does it have obstacles the<br />

characters must overcome?<br />

As you decide on each setting, write it down,<br />

including all special information about the setting.<br />

3<br />

Events<br />

Once you have chosen the theme and settings<br />

for an adventure, you must design the<br />

adventure itself. An adventure is divided into several<br />

smaller challenges that the players must overcome.<br />

Each of the challenges must be placed in a specific<br />

setting.<br />

When designing an adventure, first determine what<br />

events or challenges you want. Each event should<br />

provide an obstacle to overcome, a lesson to be<br />

learned or an opportunity to gain something that will<br />

aid the characters in reaching their goal. Events<br />

should always be exciting or provide a puzzle that<br />

the players must overcome with their wits. Follow<br />

each of these four steps when designing events.<br />

• Decide what purpose the event will fulfill. Is it an<br />

obstacle to fight or overcome? A puzzle to solve? A<br />

chance to gain something helpful? Or an event just<br />

to add excitement?<br />

• Determine all the elements needed in the event.<br />

Will the player characters encounter NPCs,<br />

creatures, robots, foul weather, physical obstacles<br />

or security systems?<br />

• Decide how NPCs, creatures or robots will react to<br />

the player characters, and what actions they will<br />

take.<br />

Random Events. Sometimes, referees may want to<br />

set up encounters or events that occur randomly,<br />

instead of being pre-planned. Usually, random<br />

encounters are tied to die rolls that are made at<br />

certain time intervals or when characters enter an<br />

area. For example, the referee could decide the<br />

characters have a 20% chance of being attacked by<br />

wild animals every night they spend in the<br />

mountains, or a 30% chance of meeting a criminal<br />

in a seedy part of town.<br />

Random events should be created when the<br />

adventure is designed. If you have only one random<br />

event, you can simply give it a percentage chance of<br />

happening. If you have more than one random<br />

event, you can arrange them on a table and assign<br />

a percentage chance that one will happen. Then, if<br />

there is a random event, you roll a second time to<br />

see which specific event happens. If you have more<br />

than one event, you can let each one happen only<br />

once, or let an event happen whenever it is rolled<br />

up.<br />

EXAMPLE: A referee wants to set up random<br />

encounters for characters that are searching for a<br />

missing caravan in a region with thick forests. He<br />

decides the chance for a random event is 20% every<br />

five hours. If the searchers have an encounter, he<br />

rolls 1 d10 on the Random Events table he made up.<br />

Die<br />

Roll Event<br />

1-2 Attacked by 5 flying shriekers<br />

3-4 Heavy rainstorm, the searchers must stop<br />

moving<br />

5-6 Attacked by 2 tree-cats<br />

7-8 Ground-monkeys steal a piece of equipment<br />

9-0 Searchers meet forest nomads<br />

Arranging Events. Once you have designed your<br />

events you must determine their order in the<br />

adventure. The events should lead step by-step to<br />

the goal. However, the order does not have to be<br />

strict and unbreakable. Players may be able to reach<br />

their goal using several different paths through the<br />

events. Some events may not lead anywhere, and<br />

players will need to return to an earlier encounter to<br />

find the right path.<br />

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