If you ask most GMs what the most important part of an adventure is, they’re going to tell you that it’s the backstory. And they’re wrong. Backstory is one of the least important parts of the adventure. But that doesn’t mean you can ignore it completely. It’s just a matter of doing it right.
When you’re writing an adventure, you need interconnected scenes to get the heroes from the beginning to the end. Now, maybe you think you know what scenes are because you’ve already read previous articles in which a certain Angry genius explained them. But that doesn’t mean you know how to build them. So let’s talk about scene construction.
Every hero needs a motivation. Though you wouldn’t know it by watching movies like Guardians of the Galaxy. Or listening to the lying liars who sit at your table pretending to be role-players. Doesn’t matter. When YOU write an adventure, you damned well better figure out how to motivate the characters. AND the players.
The hills are alive with the sound of Anger! Angry advice about how to start building adventures by figuring out the ending that is!
If you want to be a Master Adventure Builder, you’ve got to know your way around your LEGO bricks. By which I mean scenes. That’s the gimmick of this article. I explain scenes as an adventure building concept and then use a bunch of references to LEGO sets and pieces using obtuse LEGO jargon to show off how I’m better than you at BOTH game mastering AND LEGO. I also talk about Not-Straulia and raptor-puppies. It’s weird being in my head.
Structure is the glue that holds your adventure together and every adventure needs a good structure. Fortunately, it turns out there’s only ONE actual structure. I’ll prove it through the magic of Commodore 64 adventure games and tentacles!
You can’t learn how to build adventures until you know what an adventure actually is. So sit down, Daniel-san, and listen to your Angry-senpai as I explain how encounter is like cracking an orc’s skull and watching it bleed. While holding the Triforce. I s$&% you not.