The Only 6 Adventure Structures GMs Need

The 6 Series

I have been inspired by MurkDice’s recent post regarding the only 6 NPC's you will need. It's funny that they choose to write about this topic because for the past couple of months I have been writing a series of preparation tools that can be used as inspiration for GM's in a hurry. Preparation can be laborious and I have tried many different structures before. In saying that the next series of blog posts I will write will outline a variety of tools, that a GM (or in Rift Walker’s case, RM), will ever need. For all of these I have decided upon the magic number of 6. This is my challenge number to create a D6 list of different tools that encompass most variants, to be most useful to a GM. Also, because I like D6s, clearly as my system (currently in play test) is built around them. The core rule for all of these is that they must be distinct enough to be separate entries on this list however they can be useful in different applications. You will see what I mean when I get into each subtopic. I have come about these through my years of running and playing in games, and as an avid purveyor of media such as films, music, stories and video games. These classic archetypes for each of these tool types will be generally useful. I envision these to be system agnostic, but of course am fleshing these out for the use in my own Rift Walker; as I hope to include them in my RM section. How applicable each of these subtopic items will be for every system will of course depend on the system itself. Likely I have forgotten about some archetypes in these lists however I would argue that most examples can be linked to one of these archetypes. These are the topic groups that I find most useful in my adventure preparation and improvisation. The last in my series is here.

 

The Only 6 Adventure Structures GMs Need

Next in the series, I wanted to write about 6 adventure structures. Before I get into it, I know that each type of TTRPG has its own idiosyncrasies, and own adventures. In typical preparation structures, I have personally found 6 that encompass a wide variety of stories and game styles. If a GM were to plan for these as the base, they would have many years of game play ahead. These can of course be combined with my core preparation structure for adventures too. This would help flesh them out! In a lot of ways, these can be viewed as different methods of preparation for the GM for different types of stores. One could argue that they could be used for one another’s examples. They are methods tried and true for that style of story. I know they all work for Rift Walker. Which is of course, my current focus. They won’t provide everything needed to prepare for them, but they will give GMs the overall structure needed to get started and cognisant of meta-narrative design.

  • Title – the archetypal name for instant recognition.

  • Description – explanation and picture painting of their use.

  • 3 Uses – 3 different applications of the archetype. Story focus.

  • Provisions – what feelings and interactions they provide the party.

  • Preparation Tips – some basic thoughts on preparation for them.

 

 

Site Based Adventures

Description – The adventure needed to go to a location and search it or have a specific goal in mind for it. One place, one map,

3 Uses – Dungeon crawling, Stealth infiltration, Location Faction Manipulation

Provisions – Segmented encounters through ‘rooms’. Resource management in moving deeper through a map. Discovery and planning. Choice in crawling through movement speed choice.

Preparation Tips – Room based encounter layout. Map design. A history or need for its exploration.

 

Event Adventures

Description – The adventure that has timed events/scenes happening that the PCs need to facilitate or stop happening.  Situations that need solving.

3 Uses – Mysteries, Town Festivals, Ritual Stopping.

Provisions – Time threatened encounters. NPC interaction. Linear story with ways to interject.

Preparation Tips – A set piece encounter (like a chase), a ‘clock’ to go against, progressional events (encounters and actions) that will happen if the PCs do nothing.

 

Stay A While Adventures

Description – Typically a sandbox (without the baggage of that word) style adventure with options in approach. The movement is the adventure. Often bulked out with random encounters, proceduralism and some sort of mapping progression system.

3 Uses – Hex Crawl, Depth Crawl, Wilderness Travel.

Provisions – Meaningful choice in travel direction, random world building, resource management, non-linear storytelling, Player story choice.

Preparation Tips – A Map choice with procedures. Interesting terrain that impacts movement. Random encounter tables.

 

Branching Paths Adventures

Description – A meta-structure that has preset node encounters, with player based choices in connectors/approach to the nodes. Known goal or major encounter with choice along the way.

3 Uses – Point crawls, sweet potato semi-linear adventures, Intrigue heavy adventures.

Provisions – Stories of approach, choice without overwhelm, A/B decision making, full adventure completion in shorter sessions.

Preparation Tips – Node encounters, with connectors in approach. A drawing to illustrate the choices taken. Information and clues to learn at each node, including about the next connectors.

 

Goal Oriented Adventures

Description – An adventure designed and chosen by the players, with a strict goal in mind.

3 Uses – Collect the McGuffins, rescue someone, destroy a monument.

Provisions – Purpose and drive. Choice of approach. Checklist questing.

Preparation Tips – Tools for the goal. Small locations to discover. Items to collect. Monsters to fight that protect the goal.

 

Prepare and Do Adventures

Description – The minor tasks to choose between that give banes/boons to a large main encounter. A timer prevents all of them being done.

3 Uses – the big Race, War approaches, location defending.

Provisions – Minor choices, with tangible benefits. A big fun encounter to use all your powers.

Preparation Tips – Minor split choices with minor effect. A main encounter. Consequences or Boons for the choices made.

 

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The Only 6 NPCs GMs Need