One to Six Preparation Structure for TTRPGs

In the past I have talked at great length about preparation, through a core adventure structure and some inspiration tables. I have been designing and play testing a structure for preparation that is repeatable and useful. I want it to balance a few things for the game master; focussing on the core needs of the game, allow for improvisation but not getting too detailed, and provide a structure for the session. In doing this I have been developing the One to Six Preparation Structure. This has been used a lot in the campaigns of Rift Walker I have done.

The framework revolves around answering prompts for your prep cycle or session and making lists. Starting with 1 value lists, all the way to 6 value lists. Some of these lists are useful in designing your campaign, and not getting too deep into world building. Looking at the lists below the number of entries move from 1-6 all based around how many you will need of that for a typical session/element of preparation. Some will be useful in creating sessions, NPCs and Encounters. Have a look through the lists below and write to me to let me know if you would use them!

Campaigns

(For RM and RWs) – what gives the general outline of the campaign

1.     Theme/type – what the overall genre, theme and structure will be – adjectives, mission structures

2.     Optional Rules – for any additional modular rules for the campaign – passive or active

3.     Touchstones – structural or aesthetic media influences for reference – tv, books, film, other games

4.     Facts – points of reference that all would know in the world – the folklore, monarchs and diseases

5.     Worlds – the core places that each Rift Walker will explore – name and 1 sentence for each

6.     Legends – a list of legends that can be starting adventure points - one for each world and a spare

 

Rift Master

(For RM) – the elements that are needed for a RM to consider

1.     Rift design – working and aesthetics – look, sound, feel, easy/sickness inducing, gates, hidden

2.     Conflicting forces – the threats that will oppose the RWs – villains, curses or armies

3.     Encounter types – what are typical to a Legend - detailed, montage, narrative

4.     Challenge factors for prep – constant reference considerations – foe stats, terrains, mechanics

5.     Adventure structures – typical use of the adventure segments – all 5 components

6.     Media inspiration – what inspires you? - characters, encounters, plots

 

Characters

(For RM and RWs) – the considerations for RWs that players should keep in mind

1.     The link – what connects the characters – the hub location, a triggering event, their role, quest giver

2.     Downtime options – campaign additional Downtime options - one for role, one for optional rule

3.     Bonds – potential connections as bonded Rift Walkers – protection, mentor, events

4.     Goals – goals that are relevant to the campaign – conflicting forces, worlds, themes

5.     Pool Slot items – thematic rewards relevant to the campaign – skills, gear, resources, contacts

6.     Character options – descriptive archetypes to guide RWs – pool and role focussed

Conflicting Forces

(for RM) – what the lead threats are doing in the campaign against the RWs

1.     Description – describe them in a sentence – look, feel, mannerisms

2.     Reactions – what they will do to react to RW actions – defensive avoidance, aggressive retaliation

3.     Goals – their discrete goals – wants, needs, plans

4.     Abilities – their core abilities – strengths, powers, resources

5.     Progress Stages – what they will do in progress of goals - 1 per goal and 2 in between

6.     Signs - Signs of their impact on the worlds – 2 per goal

 

Worlds

(for RM and home RW) – These are the places RWs will explore. Allow a RW from that area access to this list.

1.     Major NPC – a main NPC for players to be in touch with – guides, monarchs, warriors

2.     Settlements – civilisation to explore – major settlement, minor settlement

3.     Factions – groups that are in unison and conflict – traders, rulers, legions, organisations, cults

4.     Exploration regions – the regions for RWs to explore – terrains, adventure sites, areas

5.     Touchstones - structural or aesthetic media influences for reference – tv, books, film, other games

6.     Encounter list – thematic things to encounter in the world – foes, factions, wildlife, groups

 

NPCs

(for RM) – RM characters that will guide, conflict and patronise your characters, act as a conduit to the worlds

1.     Name – a descriptive and memorable name – title, rank, designation

2.     Deliverable legends – legends to present to the RWs for them – against, for, in service

3.     Wants and goals – what outlines their desires in the world – needs, aims, missions

4.     Rewards – what they can offer the RWs – skills, gear, resources, contacts, offers, goals, objectives

5.     Descriptors – descriptions to evoke their theme - look, personality, mannerism, flaw, bond

6.     Secrets – things to learn from them – wants, clues, information, Legends

 

Adventures/Legends

(for RM) – how to outline an adventure or legend for the RWs to play in

1.     Quest – the main outline of the mission – who, what, when, where, why, how

2.     Locations – key locations to engage with – settlements, adventure sites, wilderness

3.     Interests – interesting aspects of the adventure – a reason for urgency, obstacles, paths of choice

4.     Consequences and Rewards – key incentives for adventure – main problems, key prizes

5.     Encounters – what the RWs will engage with - 3 narrative, 1 montage and 1 detailed

6.     Information – what to learn about in the adventure - clues, secrets, themes, individual or plot

 

Montage Encounters

(for RM) – the encounter that would be long to play out, so is compacted into a Montage

1.     Description and type - descriptive inclusions and encounter type – where, why, who, what, difficulty

2.     States – what happens if completed or not, how it will progress either way– win, loss

3.     Evocative elements – what are used to describe the encounter - world, location, moment

4.     Approaches – factors that will influence the RW approaches – paths, NPCs, questions, environment

5.     Consequences – loss choice outcomes - damage, condition, Peril, pool slots, enemy progress, time

6.     Rewards – win choice outcomes - contact, gear, skill, resource, information/clues, Legend

 

Detailed Encounters

(for RM) – the major encounter for the adventure, typically 1 per adventure

1.     Description and type - descriptive inclusions and encounter type – where, why, who, what, difficulty

2.     Goals – what is trying to be achieved - 1 main, 1 secondary

3.     Zones – engaging zones it is in – locations, environments, terrain, places; close, near, far

4.     Statistics – the core statistics of the key threat - Pools (split), Threat, Peril, Difficulty

5.     Interactive elements – what can be used by foes and RWs – weapons, cover, environment

6.     Moves – what the moves of the threat will be – strengths, attacks, defensive, weakness, special

 

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