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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).

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