Banishing Adventure-Writer's Block

Mithras

Banded Mongoose
In my gaming career the only sessions I could easily improvise were those for cyberpunk games. I could create a scenario with 5 minutes notice, and extend on the fly. I had a blast, and played alot.

More recently, with some old school D&D and now Traveller (players are my two sons) I've been putting off games alot, trying to come up with scenarios. They kept asking me ‘are we roleplaying tonight?’ and I’d have to let them down. Then I reread a very old White Dwarf article by Andy Slack called Backdrop of Stars (features in The Best of White Dwarf Articles Volume II 1983). What he prescribed in a way resembles the Random Patron Tables on pg 81 of the core rulebook.

When I had digested this method of scenario creation I found myself liberated. Now I'm not postponing games, sometimes we're adding an extra game in on a Monday evening to keep up! I have scenario seeds stacked up waiting to be played, or not, as the players choose. This is awesome.

This is the method, I'm sure most of you use this anyway, but for anyone new to Traveller, I will sketch out the method:

Firstly, know your worlds. Have a subsector or so, and a fairly good idea of what life is like on each one. I then create six scenario seeds for the world the players are about to visit.

For each one, I roll randomly for a patron. The charts on pg 81 will do, but so do the encounter tables on 76 and 82. Or … I can also use 760 Patrons, just pulling two characters out of there at random. Its what that book was made for. Personally I use the double patron list on pg 100 of the old Traveller Book (GDW). Next I roll a second patron or contact/enemy whatever. This becomes the target. Looking at my world, who is this patron? Why does the target interest them? What do they want and how does the target fit in? I often roll a random cargo. How does it fit in? Is it a cargo? Or simple a label for something that is causing the trouble.

Eg. Ubar, desert world. I roll Shopkeeper and Tourist. I know there’s an exotic looking carnivore on Ubar I called the Hunting Skreen. Surely the only thing a tourist would do here is hunt skreen… so what’s with the shopkeeper, the only thing I could think of selling to a safari tourist is a rifle. So where do the PCs fit in? Maybe the shopkeeper sold him a rifle that was faulty and he needs it back? Idea! Queue PCs joining the safari in desert ATVs, looking for an opportune moment to swap the rifles! That will do, with a bit more refinement to stop the plot falling apart, his wife accidentally sold the tiourist a customized high powered version, and he has no permits to sell a gun like that. He needs it back ASAP before the tourist or the guides on the safari find out.

I was a really great game, and both sons thought it was exciting and nerve-wracking, they’d never have got that close to, and interested in, the Ubar wildlife any other way.

Another 4 scenario seeds were just as easy to create. 10 minutes each, a months gaming in an hour. Each one lifts out an element of the game world, so that’s why I think its essential to have a basic knowledge of your world – in fact the more you know the better… just don’t detail too deeply or you can’t get creative with the scenario seeds, you find it difficult to ‘tie them into’ existing background.

Anyway – I recommend this method, use the tables in the core book, use 760 Patrons too, and 1001 Characters for insta-stats.

And you, like me, will have spin-off games in-between these scenario seeds you never expected. Far too much game for my game :)

Had to share!
 
Something I have found very useful as an inspiration for adventure situa-
tions are George Polti's 36 Dramatic Situations:

http://changingminds.org/disciplines/storytelling/plots/polti_situations/polti_situations.htm
 
rust said:
Something I have found very useful as an inspiration for adventure situa-
tions are George Polti's 36 Dramatic Situations:

http://changingminds.org/disciplines/storytelling/plots/polti_situations/polti_situations.htm
Cute :D - Like how we have a 19th century French writer using an 18/19th century German writer's list from a 17/18th century Italian (makes you wonder if the Italian got his list from someone else)! All being used for games in the 21st century!
 
rust, do you use that list to create adventures? Firstly it looks a little dry - it isn't tapped into anything, any world, any genre, any location, any time period ...

If it works for you great .. but I've had lists like that recommended to me before, but they just weren't specific enough....

BTW: Did you see the 3 part series on water-borne vehicles in SJGs' Journal of the Travellers Aid, just before the New Year?
 
Mithras said:
rust, do you use that list to create adventures?
Not really to create adventures, more as an inspiration for ideas on the
relations between characters. When I have a couple of PCs and NPCs
and no good idea what their relations with each other could be, a look at
the list sometimes helps me to come up with an interesting situation, es-
pecially when several of the situations on the list are combined.
However, it is just a tool, it mostly helps me to get my own imagination
going, it cannot replace it.
BTW: Did you see the 3 part series on water-borne vehicles in SJGs' Journal of the Travellers Aid, just before the New Year?
Yep, thank you. :D
 
Other resources you can use are the various adventure seeds in some of the various Traveller publications, or at the Freelance Traveller web site (Active Measures > Getting Off The Ground), or in Postmortem Studios/Cubicle 7's 100 Sci-Fi Adventure Seeds, to be reviewed in the next issue of Freelance Traveller Magazine.
 
I take a lot of my inspiration from literature or TV. If I'm in a rut a cast about until I hit on book I like, then think about how things could change at a key plot point. I then stat an adventure block, generally in a series of if/then statements, and go. Half the time I do this on the fly by flipping through 760 Patrons or 1,001 Characters.

I like going in with minimal or no preparation and seeing where my players take me. It keeps all of us on our toes.
 
You'd be surprised where inspiration can come from. Lately, I've been drawing my inspiration from TV, but in the past I've drawn inspiration for games from readings, both fiction and non- (Zombie Survival Guide is a must if you ever run a zombie game), people I pass on the street, other games.

I draw on Classic Traveller (but may be shying away from that after a player and rabid CT fan blurted out tonight, "Oh, that's the Annic Nova" :roll: ), but also try to come up with original ideas, usually based on some minor tid-bit a player lets drop (like tonight's: "Ya know the problem with the Spinward Marches? Not enough Hivers...")

When I'm really stuck for an idea, I drag out a list of Firefly plot ideas based on Elton John song titles and adapt one of those.

My big source of inspiration, though, is Graham Walmsley's Play Unsafe. If you really want to get an idea of how to "wing it" in RPGs, this is the book to read.
 
Interesting you mention TV and literature, Matian. I use my own subsector (which is the game universe: http://zozer.weebly.com/traveller.html) and carefully created the 13 worlds as giant plot magnets. I scoured TV, cinema, old books I'd read old copies of JTAS and of course threads here and on CotI. All the worlds are inspired by some world found somewhere that sparked my imagination, and each has plenty of hooks.

Coronis, my industrial world for example. The idea of robot factories inspired me to think of it as a Car Wars USA world, with powerful, hi-tech enclave cities. Between them a Judge Dredd Cursed Earth style wildland- mutants and radzones aplenty. Who controls Coronis? I got images of Giedi Prime from Dune and we have the Barons, the elite plutocracy. Just as twisted, decadent and evil, controlling powerful megacorps. Megacorps make me think of cyberpunk too, and so I use alot of stuff from my previous cyberpunk campaign in there (the corporate wars, terrorism and such).

Finally I read a thread about a world with four orbital towers and a ring station connecting them - I'll have that too, and Cornois becomes known as the 'Ringworld'.

OK. I'm not going to win a Hugo award with my originality! But when the ideas blend, Coronis becomes a unique world. And there are enough orginal sources with plot hooks that I can pull hooks from the Cursed Earth angle, the corporate terror angle, the twisted Barons angle and so on.

Coronis is a bit of an extreme example, most worlds are a jigsaw of only a couple of ideas that mesh well together.

But designing worlds as plot-magnets has certainly made creating scenarios a dream.

Ubar, the desert world in my original post is modelled on Crater from 2300AD, the miners are rebelling in the high desert due to poor shielding and lots of birth defects (Total Recall), and the kian ranchers and mining convoys are very wary of the Outlanders, misfits and criminals who use still technology to live in the high desert, coming into the desert towns for seasonal work (Fremen-style from Dune).
 
I must also say that my approach won't suit most people, I do not create 100% realistic worlds or use system generation rules, I go for plot ideas first, then build the world up physically to support it. Hopefully the UWP resembles something that is likely or realistic. I don't use random rolls anymore unless the world doesn't matter.
 
Mithras said:
Ubar, the desert world in my original post ...
These two could perhaps have some nice ideas for you:

http://rpg.drivethrustuff.com/product_info.php?products_id=60307

http://rpg.drivethrustuff.com/product_info.php?products_id=60318&it=1
 
Thanks rust, I do have Uragydn of the Seven Pillars from the 1980s, but not Duneraiders. However I do have the Keith's wonderful Desert Environment!

Great books all of them. I missed Duneraiders, though...
 
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