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Adventure Building Tips for RPGs

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0% found this document useful (0 votes)
7 views1 page

Adventure Building Tips for RPGs

Uploaded by

Sam
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd

Here's a great adventure-building tip from @CasualOnesRay on the RPT Discord:

Check the Beat Chart from Cyberpunk Red (well, all the Cyberpunks, really).

Essentially, an adventure should have:

A Hook
At least one Development (information)
At least one Cliffhanger (a contest of some sort that puts the adventure at risk)
A Climax
A Resolution

You can typically reorganize those categories and add extra instances of
Developments and Cliffhangers. They also tend to map nicely onto 5 Room Dungeons.

To add to that, each beat tends to run roughly 30 minutes of gameplay, making it a
great tool for budgeting time. Using the chart could create a session framework
like this:

Hook: The players are falsely accuse of a crime. They have limited options - fight
for the truth, run away, or die.

Development: Obsession - You learn that a member of the party has been the
obsession of an NPC. Hate, love, curiosity, or anything else that motivates them.

Cliffhanger: Chase - The NPC attempts to escape once their motivations have been
discovered. The players pursue the only thing that can clear their name.

Climax: Final Battle - The NPC refuses to come quietly. The players attempt to
persuade them otherwise.

Resolution: Greater Threat - The information they extract points out that the
extortion truly came from a higher authority. The scope and scale of the threat
increases.

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