SPECIAL NOTICE
Malicious code was found on the site, which has been removed, but would have been able to access files and the database, revealing email addresses, posts, and encoded passwords (which would need to be decoded). However, there is no direct evidence that any such activity occurred. REGARDLESS, BE SURE TO CHANGE YOUR PASSWORDS. And as is good practice, remember to never use the same password on more than one site. While performing housekeeping, we also decided to upgrade the forums.
This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

What Are You Looking For in a Back of Rulebook Scenario

Started by Charon's Little Helper, March 27, 2020, 10:44:08 PM

Previous topic - Next topic

Charon's Little Helper

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)

Vile Traveller

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.

Trond

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?

Spinachcat

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.

S'mon

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.

Steven Mitchell

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.

Winterblight

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.

Charon's Little Helper

#7
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.

Charon's Little Helper

#8
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)

Spinachcat

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?

jeff37923

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.
"Meh."

Vile Traveller

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.

S'mon

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.

S'mon

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.

Vile Traveller

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).