IPB

Welcome Guest ( Log In | Register )

 
Reply to this topicStart new topic
> What makes a good adventure?
ting-bu-dong
post Sep 24 2003, 08:14 AM
Post #1


Target
*

Group: Members
Posts: 61
Joined: 15-September 03
From: Shanghai, China
Member No.: 5,618



Hi,
what, in your opinion are the parts that make a good adventure? Sure, there are basic rules like 5 minutes of fame per player and so on, but what else do you consider to be necessary for a good adventure?

tbd
Go to the top of the page
 
+Quote Post
DigitalMage
post Sep 24 2003, 09:27 AM
Post #2


Moving Target
**

Group: Members
Posts: 214
Joined: 26-February 02
From: UK
Member No.: 340



Pacing - its something that all good movies or novels have. Basically you don't want a constant stream of action, or a constant stream of character developement, or a constant stream of investigation etc.

This is one reason why I always like to throw an action scene into a scenario - be it a combat, chase scene or an acrobatic abseil into a corporate headquarters from a rigger control helo.

The now defunct Dreampark game explained this quite well using the following terms:

Hook - a hook scene is one which gets the characters involved and into the action of the game. E.g. the players are at their favourite bar when a contact of theirs comes stumbling in, near death. He hands them a datachip and mumbles "Someone....someone gunning for you. But more...you...just the first..." before dying.

Development - this is the legwork, investigation and character development aspects. It may end in a revelation or lead into a...

Cliffhanger - the action scene, this should further the story in some way, and not just be a "random encounter" with some thugs.

Climax - the big showdown - it could be a fight, a tense negotiation with a dragon or something else. The key is that this is where the fate of the players hangs in the balance, success and failure of the entire adventure is determined here. Do they manage to blackmail the corp CEO into dropping his plans to use the barrens lot as test subjects? Do they manage to kill the "big boss"?

A typical adventure would be paced as follows:

Hook
Development 1
Cliffhanger 1
Development 2
Cliffhanger 2
Development 3
Climax
Go to the top of the page
 
+Quote Post
Sphynx
post Sep 24 2003, 11:19 AM
Post #3


Neophyte Runner
*****

Group: Members
Posts: 2,222
Joined: 11-October 02
From: Netherlands and Belgium
Member No.: 3,437



Uniqueness. Too often I played in SR games which became almost monotonous in that the only thing the GM could think about was new buildings and defenses for us to break in, and it became, quite literally, Shadowrunning. The good games are where you hit a building, not cause Mr Johnson pays you some creds, but as part of some adventure that will right some great wrong, and breaking into the building is part of that procedure.

I think in my 150+ karma period of adventuring, I've done maybe 3 or 4 actual "runs" where I had to breach security of an inner-city building and extract something. And even then, it wasn't for any mega-corp, but to obtain info on something bigger, or to undo some wrong.

The problem with uniqueness is that alot of GM's turn the tables completely and it becomes a 'save the world from total annihilation' kinda game. Those, while fun, are so unrealistic that it seems more like a comic book than the gritty env that Shadowrun should portray.

Sphynx
Go to the top of the page
 
+Quote Post
Abstruse
post Sep 24 2003, 11:33 AM
Post #4


Running Target
***

Group: Members
Posts: 1,451
Joined: 21-April 03
From: Austin, TX
Member No.: 4,488



You forgot something -- the twist. A twist of some sort makes an adventure more memorable. It doesn't always have to be Mr. J screwing the PCs, just something unexpected. The extraction isn't voluntary, the prototype is going to blow up taking half a city block with it, etc.

Mystery always works well too. If the players, as the PCs, have to figure something out, it's more fun and gets them deeper into the game. Plus, it gets boring having the typical "Break into R&D building A to steal thing B and bring it to meet spot C while avoiding guard paraanmials D".

Basically, variety is what makes adventures good. Don't try to cram too much into one adventure, spread it out. Have one Matrix-heavy game, then a magic heavy one, then a mob-based one, etc. If you cram too much into one game, the players get overloaded and it's harder to make anything seem "new" because everyone's already seen everything.

It's more than a single good adventure. It's about a good campaign and making sure your players have fun every week.

The Abstruse One
Go to the top of the page
 
+Quote Post
Pistons
post Sep 24 2003, 12:10 PM
Post #5


Not Cameron Diaz
**

Group: Retired Admins
Posts: 472
Joined: 26-February 02
From: Newark, Delaware
Member No.: 188



QUOTE (ting-bu-dong)
Hi,
what, in your opinion are the parts that make a good adventure? Sure, there are basic rules like 5 minutes of fame per player and so on, but what else do you consider to be necessary for a good adventure?

tbd

I'd answer, but your name makes me a bit hesitant. ;)
Go to the top of the page
 
+Quote Post
Crusher Bob
post Sep 24 2003, 02:36 PM
Post #6


Runner
******

Group: Members
Posts: 2,598
Joined: 15-March 03
From: Hong Kong
Member No.: 4,253



The obvious requirement for a good adventure that no one seems to have mentioned yet is that the players and the GM have fun. Since people get into gaming for different things, an adventure that one group might find 'great' . One of the reasons that the 'five minutes of fame' usually shows up is that the 'five minutes' will usually involve what the player got into the game for (be it combat, talking heads, investigation, or whatever). Also note that what the players want from game to game might change, so an adventure they might have found great will. Personally I'm just coming off a week of work that involved something like 30 hours of overtime, I'd probably not find an adventure involving an intricate plot and carefully placed clues that interesting, even though I might like such an adventure some other time...

Bah, tired already, will talk some other time...
I'll leave you with this quote:

"There was no fighting, there was no killing... I was useless!"
Go to the top of the page
 
+Quote Post
ting-bu-dong
post Sep 24 2003, 02:39 PM
Post #7


Target
*

Group: Members
Posts: 61
Joined: 15-September 03
From: Shanghai, China
Member No.: 5,618



QUOTE (Pistons)
QUOTE (ting-bu-dong @ Sep 24 2003, 03:14 AM)
Hi,
what, in your opinion are the parts that make a good adventure? Sure, there are basic rules like 5 minutes of fame per player and so on, but what else do you consider to be necessary for a good adventure?

tbd

I'd answer, but your name makes me a bit hesitant. ;)

Hi,
what's wrong with my name?

tbd
Go to the top of the page
 
+Quote Post
Bob the Ninja
post Sep 24 2003, 02:52 PM
Post #8


Target
*

Group: Members
Posts: 83
Joined: 12-February 03
Member No.: 4,083



QUOTE
what's wrong with my name?


dong=male sex organ in slang

Pistons do be cracking a funny.


That said, every adventure needs a ninja in the closet. Without exception.
Go to the top of the page
 
+Quote Post
Drain Brain
post Sep 24 2003, 04:03 PM
Post #9


The Sewer Jockey
**

Group: Dumpshocked
Posts: 857
Joined: 26-February 02
From: Kent, United Kingdom
Member No.: 1,197



No cracks about ninja's coming out of the closet, though... :D

And I could do without a ninja in my closet! I just want to find clothes and... stuff.
Go to the top of the page
 
+Quote Post
Crusher Bob
post Sep 24 2003, 04:06 PM
Post #10


Runner
******

Group: Members
Posts: 2,598
Joined: 15-March 03
From: Hong Kong
Member No.: 4,253



QUOTE (Bob the Ninja)
QUOTE
what's wrong with my name?


dong=male sex organ in slang

Pistons do be cracking a funny.


That said, every adventure needs a ninja in the closet. Without exception.

So does Johnson, and we don't see a bunch of juvie snickering over that. :please:
Go to the top of the page
 
+Quote Post
Velocity
post Sep 24 2003, 04:36 PM
Post #11


Moving Target
**

Group: Members
Posts: 745
Joined: 26-July 03
From: Montréal, QC, Canada
Member No.: 5,029



QUOTE
Bob the Ninja wrote:
dong=male sex organ in slang
Pistons do be cracking a funny.

And here I thought he was referring to ting-bu-dong's initials: tbd, i.e. "to be determined." You know you've been in school too long when you miss the obvious dick joke and infer the subtle academic one:
[ Spoiler ]
Back to the subject at hand... I agree with DigitalMage, except I try to guarantee one action sequence per session. Bear in mind, as DM said, an action sequence is not necessarily combat, just something to get the blood pumping and the dice rolling. I also try to make sure there's at least one good character development / RP moment per session. Beyond that, I let the PCs drive--I'm just the tour guide. :)

Go to the top of the page
 
+Quote Post
Crusher Bob
post Sep 24 2003, 04:38 PM
Post #12


Runner
******

Group: Members
Posts: 2,598
Joined: 15-March 03
From: Hong Kong
Member No.: 4,253



My place of higher education used 'Staff' quite often, so you could be going 'to see Mr staff, or getting the staff' instead.
Go to the top of the page
 
+Quote Post
Ezra
post Sep 25 2003, 07:44 AM
Post #13


Moving Target
**

Group: Members
Posts: 120
Joined: 26-February 02
From: UK
Member No.: 1,873



QUOTE (Bob the Ninja)
QUOTE
what's wrong with my name?


dong=male sex organ in slang

Pistons do be cracking a funny.


That said, every adventure needs a ninja in the closet. Without exception.

Ting-bu-dong is romanised Mandarin Chinese. It means "I don't understand."

That being said....he did say "Dong" :D
Go to the top of the page
 
+Quote Post
Fygg Nuuton
post Sep 25 2003, 07:50 AM
Post #14


Moving Target
**

Group: Members
Posts: 897
Joined: 26-February 02
From: TIME OUT
Member No.: 1,989



QUOTE (Crusher Bob)

So does Johnson, and we don't see a bunch of juvie snickering over that

*snicker* :D
Go to the top of the page
 
+Quote Post
Pistons
post Sep 25 2003, 12:43 PM
Post #15


Not Cameron Diaz
**

Group: Retired Admins
Posts: 472
Joined: 26-February 02
From: Newark, Delaware
Member No.: 188



QUOTE (Ezra)
Ting-bu-dong is romanised Mandarin Chinese. It means "I don't understand."

Thank you, Ezra.

What makes a good adventure? Your time, effort, enthusiasm, patience and being firm with the rules (whichever rules you use). Doesn't matter if it's a short street run or a save-the-world epic: neither will be good if you and your players aren't having fun and the adventure isn't running relatively smoothly.
Go to the top of the page
 
+Quote Post
Talia Invierno
post Oct 18 2003, 03:17 PM
Post #16


Shooting Target
****

Group: Members
Posts: 1,677
Joined: 5-June 03
Member No.: 4,689



I'm appreciating the linguistic twists here :D

It's something I don't think any published SR adventures have yet really taken advantage of. At most, they'll require reasonable fluency in a particular language, but rarely make use of the "colour-blind test" linguistic variant. (The reference is a design which colour-blind people can make out because they are more sensitive to shading, but those who can see colour in the standard way will see a completely different design based upon colour, missing the shading design entirely.) I'm notorious for adding in such hidden double meanings based on separate languages: the person fluent in one language but with only bare knowledge of a second catches the one secondary meaning - and utterly misses the meaning associated with the other language. Alternately, shift the script: multiple associations clear in kanji seem to evaporate when the sounds are translated into romanji.

Another fun thing to play with is local currency ... especially when the PCs' own actions manage to devalue what they earn.

And all of the above, of course. There's some good suggestions in this thread. (Although I'd suggest "fun" comes from the willingness of the GM to adapt the adventure to the group and the general cohesiveness of the group, rather than from the adventure in and of itself.)
Go to the top of the page
 
+Quote Post
BitBasher
post Oct 18 2003, 05:15 PM
Post #17


Traumatizing players since 1992
******

Group: Dumpshocked
Posts: 3,282
Joined: 26-February 02
From: Las Vegas, NV
Member No.: 220



For my game the plots that work out best are the plots that have some kind of personal relevance for the characters involved.

Often times when starting a new game we have to start a game several times till we find characters that we can empathize with, that have some sort of resonance. After that the far reaching plot finds itself and those characters work twards their life goals, and every run where they get closer to those goals is important, and like a stepping stone to their characters long tern development.

Even i the run starts unrelated, glimpsing a face from the past that might hold answers, a piece of technology that leads them somewhere, it may be incidental, but it gives the characters and the game a sense of purpose and lets the players identify with their characters and their goals. This is what makes an adventure interesting.

It's that the job has to mean something to the character, and soncequently the player.

[edit]
incidentally my games never ever center arounf anything "Good" or "Right" typically, they center around whatever the characters goals and aspirations are. Everything from retiring happy and supporting their old parents to tracking down the murderer of your family, to exacting vengance on an old enemy. For some it's as simple for making peace with themselves over something that they did to someone else that they torture themselves over. Just real people with real problems.
[/edit]
Go to the top of the page
 
+Quote Post

Reply to this topicStart new topic

 



RSS Lo-Fi Version Time is now: 29th April 2024 - 06:15 AM

Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.