Most adventure design is, by design, reactive- a thing has happened, or is about to happen, and it must be set right. Like catching (or stopping) a murderer, looting a ruined temple or tomb, or stopping an evil cult bringing about their vile ritual. But being part of taking some kind of action can be exciting and adventurous as well- going on an expedition, founding a town, building a temple, or even joining in some kind of ritual magic to protect an area.
Changing the world, moving things forward into an unknown future, can be scary, and can affect the things you do down the road, but it can also liberate you from the 'cage' of having to keep your world in homeostasis, and shake up a world that never seems to change. You can also use this to show your PCs' growing responsibility and ability within the world, moving from being agents of change to those who choose and instigate change themselves. How you can use proactive adventures in your games: - Traditional adventure design at low levels often involves a quest for the cure to a disease plaguing the land. Only by finding the right ingredients can everything be saved. (And let me say, this no ignoble deed!) A proactive choice in adventure design might involve finding the resources that would let a town expand into the poisonous bog nearby, or start to build a mine which would greatly benefit the entire nearby area. - Proactivity doesn't need to be boring or cutesy. Instead of rescuing a kidnapped prince to stave off a war, your characters could be sent on a mission to kidnap one themselves! To avoid being bogged down in planning, a boss of some sort might give them a plan to follow. They might even get some loot for themselves by going off-script! - A reactive high-level adventure might involve an attack by a dragon or powerful demon. But why wait? Take the fight to them, go to where they keep their treasure, and make some glory! Take their power for yourselves! Also posted on Game Masters Stash on 20 May 2020. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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