Alpha Dawn - Star Frontiersman
Alpha Dawn - Star Frontiersman
Alpha Dawn - Star Frontiersman
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4<br />
NPCs and Creatures<br />
After you have chosen the events that will<br />
lead your players to their goal, you must<br />
create the NPCs and creatures that will be<br />
encountered in the game and write down any<br />
information you will need to know about them to<br />
use them in the game.<br />
Determine the purpose of each NPC and creature in<br />
the adventure. Make sure they fit the purpose of the<br />
adventure and decide what they need to fill that<br />
purpose. For example, a guard needs a weapon and<br />
a technician needs a toolkit. You should try to make<br />
your creatures and NPCs fit the adventure and the<br />
setting. A gentleman would not live in a shack and<br />
wild creatures do not roam the city streets.<br />
5<br />
Special Rules<br />
If any of your events involve special situations<br />
that are not covered in the game rules, you<br />
should think about them before starting to play the<br />
adventure and decide how you will handle these<br />
situations when they arise. You may want to design<br />
special rules for new equipment, alien devices,<br />
general skills, weather, strange terrain or anything<br />
else called for by the event. Try to keep your special<br />
rules simple. Write down any special rules you make<br />
up, so if that situation ever comes up again, you can<br />
handle it the same way.<br />
6<br />
Write a Script<br />
When you have decided the order of the<br />
events, you should write all the information<br />
you need to play in a script that shows when things<br />
should happen. It is best to write down everything<br />
you need to know about each event so that you do<br />
not forget to give players important clues that will<br />
affect their decisions. Number each event, so that<br />
you will know its order. You can put the number of<br />
the event on a map so you can see where the event<br />
is to take place. Each written event should include<br />
the following information:<br />
1. A description of what the characters can see.<br />
2. A description of what happens when characters<br />
enter the setting, including NPC and creature<br />
reactions.<br />
3. Ability scores for any NPCs or creatures that will<br />
be encountered in the area.<br />
4. Any special rules for the event.<br />
5. Random event probabilities.<br />
6. Notes about what the characters can discover<br />
from the event.<br />
7. Notes on what should happen if the characters<br />
succeed, if they fail, or take some other course of<br />
action.<br />
Read your script several times, putting yourself in<br />
the position of a player trying to move through the<br />
110<br />
adventure. Make different choices to see whether<br />
you accounted for the most likely possibilities. Make<br />
sure your challenges are not too easy or too<br />
difficult. Players should need to use reason and<br />
judgment to overcome the challenges. However, you<br />
can not think of everything, so try to be flexible.<br />
Make sure events challenge the players.<br />
7<br />
Create Maps<br />
Once you have finished creating the<br />
adventure you should make the maps you will<br />
need during the game. There are two types of maps<br />
that are very useful: a guide map to show the<br />
overall layout of the adventure and playing maps<br />
that are used during combat.<br />
• Guide Maps. Guide maps show the area where the<br />
adventure takes place in small scale. They do not<br />
show much detail, but can be used to mark areas<br />
where characters will have encounters, and show<br />
the types of terrain characters must travel through.<br />
A guide map typically has a scale of 1 to 20 km per<br />
hex or square.<br />
• Combat Maps. Combat maps are drawn on halfinch<br />
square grids and used with the counters<br />
during fights. The scale on these maps typically is<br />
2 to 10 meters per square. They can show any<br />
amount of detail that the referee wants. Important<br />
features like doors, windows, security devices and<br />
natural dangers should be shown.<br />
• Indexing the Maps. Listing information about all<br />
of the important encounter areas directly on a map<br />
would be very confusing. Instead, encounter areas<br />
should be coded with a number or letter, and an<br />
explanation recorded or. a separate sheet of paper.<br />
This way, the referee can see at a glance where<br />
the important areas are on his map. The maps<br />
included with the adventure SFO, Crash on<br />
Volturnus, are good examples of how to set up<br />
both combat and guide maps. the sample<br />
adventure on the next page also includes two very<br />
simple maps, one a guide map with a scale of 1<br />
kilometer per hex and the other a combat map<br />
with a scale of 2 meters per square.<br />
• Players' Maps. In many adventures, characters<br />
will want maps of their own. The referee should<br />
prepare these maps himself, and let the players<br />
keep them. Generally, these should be about the<br />
same as the referee's guide map, but without the<br />
notes and indications of where important<br />
information can be found. The players' map should<br />
include only the information that would be included<br />
on a regular map (unless the characters have<br />
found a hand-made treasure map or something<br />
similar).