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running_an_adventure

Running An Adventure

The first thing you need to run an adventure is an idea. What is happening, why is it happening, how can the players affect it, and why are they there?

For example “There are bandits preying on supply drops to ISMC mines. They are from a Free People's Movement commune which is dangerously low on supplies. The players can stop them, help them, or broker a deal. The players have been hired by ISMC to look into this.”

Next, you will need a brief, a short blurb advertising the adventure to potential players, which will often set out the rewards if the players are being hired by an NPC.

For example “ISMC are seeking adventurers to deal with a bandit problem. Pay will be 3RT per head. Report to Bjorn Highcleave at the ISMC guildhouse.”

For the adventure itself, you will need 12 to 16 encounters, which can be designed as combat encounters, social encounters, puzzle encounters, or a mix of the three. Most adventures should include some significant interaction with human NPCs, to give the monster party something more interesting to do than fight. You will also need a “Lunch encounter” about midway through the LARP, where the players and monsters can get some food. These are always more interesting if the monsters have NPCs to roleplay.

Monsters should be statted to provide a challenge to players, but not to kill their characters unless they do something silly (though chracters ending up bleeding on the floor is generally OK in moderation). Depending on party composition, stats may need to be adjusted up or down during the adventure. Monsters should generally have similar levels of hits and armour to players (e.g. 15-20 hits, and heavy, light, or no armour), plus a few calls (3-4 for basic monsters, 5-8 for larger monsters). Monsters should not have called damage at ranged, or specific resists (except via FORTIFY). In rare cases, some monsters may have immunities, but they should be mixed with other monsters without such immunities to ensure that all characters can do something in an encounter. Called melee damage should only be used for monsters which are very tough, and should not be above a QUAD. The DISAPPEARING call should be used very rarely.

Different elemental zones will have different terrain and monsters. For example:

  • Air zones are often mountains or grasslands, shrouded in clouds or mist, and have abundant life.
  • Energy zones are often rainforests, and experience powerful electrical storms. The monsters are often energetic and agressive.
  • Water zones may be lakes, marshes, and wetlands, and will commonly have many vine-like plants. The monsters are often quick and agile, and both plants and animals may be aggressive.
  • Metal zones are often rolling hills, with grand natural features (e.g. canyons, towering cliffs). The monsters are often tougher than in other areas, with significant natural armour.
  • Salt zones are highly ordered, such as forests where the trees are in a regular pattern. Crystalline growths are frequently present (and, indeed, whole areas may be strange crystalline landscapes). Monsters are more likely to display pack-line behaviour and act smarter in combat (though they are not actually intelligent).
  • Void zones are wastelands, often with foreboding terrain, and prone to natural disasters of all kinds. Monsters tend to be either small and fast breeding, or large and showing signs of decay1).

Additional effects may occur in certain areas. If you have an idea for such an effect, please run it past the LARPO team. Such effects will be added here as they appear in play.

1) in essence, void zones are inimical to life, so the creatures there either need to outbreed the decay, or outgrow it
running_an_adventure.txt · Last modified: 2018/01/25 22:52 by gm_mike