31.12.2014 Views

Swords-Wizardry-Complete-revised

Swords-Wizardry-Complete-revised

Swords-Wizardry-Complete-revised

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

Designing the Adventure<br />

Basically, the “adventure” is just the setting for the game, usually a<br />

map and your notes about the places in it. As the players tell you where<br />

their characters go and what they do, you’re referring to the map and<br />

your notes to describe what happens as a result. Don’t try to plan for<br />

all contingencies—it’s guaranteed that the players will do something<br />

unexpected. This is a good thing; part of your fun in running the game<br />

is when the players surprise you, not just when you surprise them.<br />

Adventures can take place anywhere: abandoned dungeons far<br />

underground, ruined castles, enchanted forests, ships on the high seas,<br />

and even stranger places like the deeps of the ocean or the blasted<br />

wastelands of some distant planet, where the characters have been<br />

teleported by evil wizards. In general, if you have never designed an<br />

adventure before, it is a good idea to start with a dungeon adventure,<br />

because these are the easiest to design and run. After a couple of<br />

sessions of dungeon adventuring, the players might be ready to strike<br />

out into the wilderness, or venture out to the seas. Encourage them to<br />

make whatever decisions they want to make – the epic stories of their<br />

characters are theirs to make, as long as the players can keep them<br />

alive. It is your job to referee the results, not to make the decisions.<br />

Sometimes they will test your skill as a Referee, just as you test their<br />

skills as players. It is all part of the game.<br />

If you would like to read more ideas for designing adventures, the<br />

Tome of Adventure Design, published by Frog God Games, is an<br />

excellent resource.<br />

Designing a Dungeon<br />

Adventure<br />

The “dungeon” is probably a vast underground complex built in the<br />

distant past, abandoned and perhaps forgotten by civilization. Over the<br />

centuries, monsters have taken up residence in the echoing halls and<br />

narrow passages of this place, hoarding the treasure they have stolen<br />

from the world above, or that was left behind by the ancient inhabitants<br />

of these deep catacombs.<br />

For the basic dungeon adventure, draw the dungeon floor plan on<br />

graph paper, number the rooms (or other important locations), and then<br />

write yourself a “key” to remind yourself what monsters, treasures,<br />

traps, and tricks are found in these numbered locations. It will probably<br />

be helpful to draw a cross-section map of the different levels of the<br />

dungeon as well. The levels are important because the further down<br />

the characters go, the more dangerous the place is – the monsters are<br />

more deadly, and the traps are more devious – but on the other hand, the<br />

treasures are greater. It is in the deeper dungeon levels where vast piles<br />

of gold are to be found, and where enchanted weapons lie covered in<br />

cobwebs along with other, stranger items with strange magical powers.<br />

To help you get started, the diagram of a dungeon cross-section and<br />

the sample floor plan maps included here may be a good resource for<br />

you. Do not worry if your maps are messy and your room descriptions<br />

are nothing but a few quick notes. The goal is not to be an artist or an<br />

author – the goal is to be a good Referee. Whatever helps you do that<br />

job is all you need. The players are not going to be looking at your<br />

map or reading your notes; they are going to be experiencing the map<br />

as adventurers, and hearing the descriptions of the rooms as if they are<br />

seeing what you describe. It doesn’t matter what your hidden notes look<br />

like: that is not what the players see.<br />

Sketch of a dungeon cross-section.<br />

Sometimes making a cross-section map of<br />

the top levels of your dungeon can be very<br />

helpful when you make the floorplans, but it<br />

isn’t necessary.<br />

75

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!