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Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: Charon's Little Helper on March 27, 2020, 10:44:08 PM

Title: What Are You Looking For in a Back of Rulebook Scenario
Post by: Charon's Little Helper on March 27, 2020, 10:44:08 PM
In essence per the title: What sort of stuff are you looking for in the short scenario/module which comes at the back of a new TTRPG book?

Probably like a bunch of other people here, I've been working on my own TTRPG for the past few years: Space Dogs RPG - A Swashbuckling Space Western. (My avatar over to the left is a bit of art I commissioned for it - one of my iconics.)

Anyway, as I near the final lap the rules are pretty much done (though there is always more playtesting/tweaking that can be done). One thing that I have a rough version of but am now diving into is the short example scenario at the end of the book.

While my game isn't OSR, it definitely has more of a traditional RPG vibe, so I figured that users here are some of the best people to ask.

(Currently it's a scenario that throws you right into the mix as the PCs wake up to a mayday and find the isolated space station they're garrisoned on under attack. They're quickly forced to fight some hive mind aliens (zerg/tyrranid style), deal with their mentally unstable bosses (the alien species doesn't do conflict well), and then figure out that the bug-aliens (volucris) were led to the station intentionally as a distraction while a bit of corporate espionage takes place. And then take them on too.)


Some games, such as 1e Shadowrun, have the back-of-the-book module be little more than a quick fight. Others try to touch on every part of the rules like a video game tutorial - but I've found that those can feel awkward, and they are actually harder to play through since a new group may need to look up each new rule as it appears.

Is there anything in particular that you personally would be looking for. (sorry for the ramble)
Title: What Are You Looking For in a Back of Rulebook Scenario
Post by: Vile Traveller on March 27, 2020, 11:39:52 PM
I don't like scenarios in rule books.

EDIT: To be more constructive - in this day and age, putting an adventure in the rule book is just a waste of paper (or file size).

IMO introductory adventures should be free PDFs, serving the dual function of an adventure as well as a taster of the system for potential customers. to that end it should highlight the key aspects of the system (especially if they are unique or unusual, or a selling-point of the rules) and provide opportunities to use them.

And, obviously, it should be good. This is an opportunity for a good or bad first impression.
Title: What Are You Looking For in a Back of Rulebook Scenario
Post by: Trond on March 28, 2020, 12:53:26 AM
A scenario that illustrates and fleshes out the setting (or a typical setting) of the game. Quite often, the rules book give you a sort of vague idea of the type of world we're talking about, but leaving out exactly what the authors thought would be cool or interesting about the game, running it with a bunch of gamers. Are you aiming for brutal hack and slash, a sense of dread or mystery or what?
Title: What Are You Looking For in a Back of Rulebook Scenario
Post by: Spinachcat on March 28, 2020, 03:56:53 AM
I am mixed on adventures in core books.

On one hand, a well done adventure gives the GM a guide for the flavor of the setting and types of adventures. Also, if done well, its a good introduction for the players, showcasing what makes the game special.

On the other hand, if the adventure is poorly done or just dull, its wasted space. And there's the argument that even a good adventure isn't useful after you've run it so it becomes dead pages too.

In the age of PDF downloads, maybe the answer is free intro scenarios.
Title: What Are You Looking For in a Back of Rulebook Scenario
Post by: S'mon on March 28, 2020, 05:35:03 AM
Good rulebook adventures get the PCs started in the world, present the themes and default activity of the world, and get players used to the most common rules systems of the game. The best campaign settings have more than one - the Primeval Thule Campaign Setting has three, and the first two do a great job of establishing the setting and getting players enthusiastic to be playing there (the third is more high level). They should open up the setting to the group and enthuse the GM to create more follow-on adventures according to player preference.

For me they are a vital part of any campaign setting book (which includes rules systems with a specific setting) and should not be skimped on. They are the author's best chance to get people actually playing in his world.
Title: What Are You Looking For in a Back of Rulebook Scenario
Post by: Steven Mitchell on March 28, 2020, 07:04:15 AM
Agree with Vile completely.  Though I'll grant that is still some leftover attitude from when books wanted to hit a multiple of a 32 page count for printing reasons.  I suppose if everything is PDF, it really doesn't matter that much.   I do rather prefer that the back of a book be reserved for index and/or quick lookup tables.

Furthermore, I'd rather that the "page count" (whether driven by printing or only effort of the writer) dedicated to the example adventure be partially spent on copious examples throughout the text.  Ideally, these will be examples that are reinforcing the sample adventure--whether because they relate to it directly or illustrate ways in which the game works differently in other situations.
Title: What Are You Looking For in a Back of Rulebook Scenario
Post by: Winterblight on March 28, 2020, 07:49:57 AM
I like to see an introductory adventure in the core rules, especially if it showcases the setting, or is just a fun method of allowing the group to test the rules. The OP refers to Shadowrun - First Run or Food Fight as its become known. While this little encounter could be placed in any modern setting with guns, it allowed the players to have some real fun getting to know the rules and allowed the GM to describe the various hilarious results of a gun battle in a supermarket. I've played this many times with new groups, and its definitely not a waste of space.

An introductory adventure shouldn't spread itself too thin, but should demonstrate game's premise or main themes, introduce an iconic location and perhaps some of the main antagonists. I like to see NPC stats along with a few helpful page references.
Title: What Are You Looking For in a Back of Rulebook Scenario
Post by: Charon's Little Helper on March 28, 2020, 12:04:45 PM
Quote from: Trond;1125078Are you aiming for brutal hack and slash, a sense of dread or mystery or what?

Sort of a pulpy/tactical mix. The PCs are all humans, and humans are the bad-donkeys of the galaxy.

The basic premise of the setting is that it's less than a century in the future, but in the 2040s humans were recruited by 'the builders' to be their enforcers. The builders have a tech advantage and control the only safe method of interstellar travel, but they suck at fighting, as they think far too slowly and don't react well to new situations. Hence their recruiting humans.

So while characters don't get exponentially more powerful as they level (no wading through dozens etc.), there is an element of power fantasy in letting the players feel like bad-donkeys.
Title: What Are You Looking For in a Back of Rulebook Scenario
Post by: Charon's Little Helper on March 28, 2020, 12:24:36 PM
Quote from: Vile;1125076IMO introductory adventures should be free PDFs, serving the dual function of an adventure as well as a taster of the system for potential customers. to that end it should highlight the key aspects of the system (especially if they are unique or unusual, or a selling-point of the rules) and provide opportunities to use them.

If it isn't in the core book, should the core book then reference the free adventure which can be found online? Basically telling the reader to go try it out as their first taste of the game?

The one issue I might have with that is how to reference it. Just telling them to go online and find it? Seems like it may be too vague. But if I give an exact online location, it might not be in the same place several years down the line.

Quote from: Vile;1125076And, obviously, it should be good. This is an opportunity for a good or bad first impression.

Quote from: S'mon;1125094They should open up the setting to the group and enthuse the GM to create more follow-on adventures according to player preference.

For me they are a vital part of any campaign setting book (which includes rules systems with a specific setting) and should not be skimped on. They are the author's best chance to get people actually playing in his world.

Yeah - I know that it can definitely set the tone, which is why I'm trying to have my system put its best foot forward here. And showing how to design encounters is probably more important than most games because of how much more important terrain/cover/distances are relative to most systems.

I find that writing modules is trickier for me than mechanics or setting. It's not hard to write it so that I can run it, but getting the pacing right for someone else can be tricky. That, and having the right mix of step-by-step for the GM vs avoiding a railroad. (I've read over parts of "How to Write Adventure Modules that Don't Suck" a couple times. :P)
Title: What Are You Looking For in a Back of Rulebook Scenario
Post by: Spinachcat on March 29, 2020, 03:33:28 AM
Quote from: S'mon;1125094They are the author's best chance to get people actually playing in his world.

Agreed, but do you feel that free PDF downloads would achieve the same thing?

Or is there still something vital about the adventure being in the rulebook?

And does it need to be fully fleshed out scene by scene? Could it be adventure seeds instead?
Title: What Are You Looking For in a Back of Rulebook Scenario
Post by: jeff37923 on March 29, 2020, 03:38:22 AM
If it is a free PDF download, then it should help to explain the setting. If it is in the back of the rulebook, then it should help explain some of the rules.
Title: What Are You Looking For in a Back of Rulebook Scenario
Post by: Vile Traveller on March 29, 2020, 04:42:12 AM
Quote from: Charon's Little Helper;1125113If it isn't in the core book, should the core book then reference the free adventure which can be found online? Basically telling the reader to go try it out as their first taste of the game?
I wouldn't worry, people find free adventures a lot aster than they find new games. I'd just reference it by name in the rules, and reference the rules in the adventure - and as a PDF you could provide a link and update it whenever needed. Consider the adventure as advertising for the game.
Title: What Are You Looking For in a Back of Rulebook Scenario
Post by: S'mon on March 29, 2020, 06:26:45 AM
Quote from: Spinachcat;1125170Agreed, but do you feel that free PDF downloads would achieve the same thing?

Or is there still something vital about the adventure being in the rulebook?

And does it need to be fully fleshed out scene by scene? Could it be adventure seeds instead?

It needs to be reasonably fleshed out - maps, NPCs and such. More than just 3-line 'seeds'. Something like Call of Cthulu's The Haunted House is great, if a bit short. It doesn't need 'scenes' unless 'scenes' are integral to the way the game works. If presentation is sufficiently compact then 3 pages might be fine; but not 3 pages on one fight scene.

I definitely want to see at least the one intro adventure in the rulebook, but you don't need to have 6+ these days like my Games Workshop Call of Cthulu hardback from the '80s; additional adventures can be online as pdfs. Preferably charged-for if that's what it costs to make them decent.

A three-page intro adventure followed by one or two pages of three-line adventure seeds that follow on naturally from it could work well. But you need to get readers over the hump and get them actually playing your game. I'd say this should be a top priority, and an intro adventure is the best way to do this.
Title: What Are You Looking For in a Back of Rulebook Scenario
Post by: S'mon on March 29, 2020, 06:29:16 AM
Quote from: Vile;1125182I wouldn't worry, people find free adventures a lot aster than they find new games. I'd just reference it by name in the rules, and reference the rules in the adventure - and as a PDF you could provide a link and update it whenever needed. Consider the adventure as advertising for the game.

This works great if you include quickstart rules and pregen PCs along with the free online adventure.
Title: What Are You Looking For in a Back of Rulebook Scenario
Post by: Vile Traveller on March 29, 2020, 07:16:19 AM
Quote from: S'mon;1125191This works great if you include quickstart rules and pregen PCs along with the free online adventure.
The D&D 5E Phandelver set was great in that regard (but possibly more than the OP wants to tackle).
Title: What Are You Looking For in a Back of Rulebook Scenario
Post by: Manic Modron on March 29, 2020, 01:30:32 PM
I am also looking for the intro adventure to move out of its parents place and not take up any page count in the main house.
Title: What Are You Looking For in a Back of Rulebook Scenario
Post by: World_Warrior on April 07, 2020, 03:49:32 PM
I am on the side that there should not be an adventure in a core book. All I think about is how the content takes up pages that could have been used for other content or help keep the book smaller. I like the idea of having an adventure or two be available as PDF on a website. What I thought really worked, however, was WOTC's mini-setting Nentir Vale in the 4th edition DMG. Basically, give a fully fleshed out town with NPC's, provide plot hooks to inspire the DM, and then provide a quick gazetteer of the surrounding area with more adventure ideas. Had Threats to Nentir Vale been released on Day 1, it could have worked great in conjunction with the slim campaign setting. It might not work well for D&D, but that idea of having a slim setting, starting town, and monsters connected into the setting and providing plot hooks works better for me than a pre-made adventure.

My only complaint with a pre-made adventure is that once you run it, then its useless unless playing with a new group, which ties into my statement above about it taking up space.
Title: What Are You Looking For in a Back of Rulebook Scenario
Post by: Slipshot762 on April 08, 2020, 10:41:18 PM
i'd say it needs to highlight any mechanics that set that game apart from others, or at least help clarify them, imagine if 3e had had a starter module in the back of the dmg that covered grappling and tripping and bullrushing by having a goblin or gnoll use those against players on a ledge or over a pit.
Title: What Are You Looking For in a Back of Rulebook Scenario
Post by: Groom of the Stool on April 08, 2020, 11:00:34 PM
I prefer the adventure to be in pdf form, instead of at the end of the book. And the introductory adventure should have the most basic rules in them (or at least page references to the rulebook) and situations where they are used. The setting and mood of the adventure should fit the rpg itself, and serve as a helping template when you want to create your own adventures (stats block looks, etc). Being a horror rpg fan I still wish that Chaosium could have written an intro adventure where the Chase rules were used, because I still don't understand them despite watching Seth Skorkowsky explain them to me.
Title: What Are You Looking For in a Back of Rulebook Scenario
Post by: Lynn on April 10, 2020, 02:15:08 PM
I would rather have a number of free introductory adventures that are easy to download and self print, that in turn demonstrate all of the key rules.

With this, both players and GMs have a good workout with all mechanics, and they can also get a taste for what you are trying to accomplish.
Title: What Are You Looking For in a Back of Rulebook Scenario
Post by: Charon's Little Helper on April 10, 2020, 10:44:46 PM
Quote from: Lynn;1126407I would rather have a number of free introductory adventures that are easy to download and self print,

Lol - I don't know about having "a number of free introductory adventures". I'm a one man show; even two would be pushing it to start.
Title: What Are You Looking For in a Back of Rulebook Scenario
Post by: Philotomy Jurament on April 10, 2020, 11:41:18 PM
I agree with the "intro adventure should be a separate PDF and not in the core rulebook" faction.