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Collaborative Quest with roleplayingtips.com

Started by Strolen Sep 16, 2007 1 post Locked

  1. Collaborative Quest with roleplayingtips.com

    #1
    In association with Johnn Four, and all the fine folks subscribed to his Roleplaying Tips Weekly mailing list at http://www.roleplayingtips.com, we bring you our first collaborative Quest:

    You can submit your dungeon as a quest submission at www.strolen.com or email johnn@roleplayingtips.com

    The Five Room Dungeon Quest. Quest ends Sept 26. See the following message from Johnn on contest rules and prizes.

    Looking forward to seeing your Dungeon!

    -Strolen
    -www.strolen.com

    _______________________________________________________
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    A Brief Word From Johnn at roleplayingtips.com

    5 Room Dungeon Contest
    ============================================================
    This week's tips are about a quick format template for
    making easy designs and entertaining game sessions. The 5
    Room Dungeon is perfect for busy GMs with little prep time
    or those who dislike long crawls.

    In conjunction with the fine folks at Strolen's Citadel, the
    5 Room Dungeon contest gives you a chance to win some loot,
    have fun wielding your creativity, and help other GMs with
    your designs.


    Entries
    ------------------------------------------------------------
    To enter the contest, send in one or more 5 Room Dungeons of
    your own creation. Use the tips in this issue to help build
    your designs. Use the example at the end of the tips as a
    model.

    * Make each room 1-3ish paragraphs long. Your 5 Room Dungeon
    can be as short as five paragraphs, or longer if you like.

      Room One: Entrance And Guardian
      Room Two: Puzzle Or Roleplaying Challenge
      Room Three: Trick or Setback
      Room Four: Climax, Big Battle Or Conflict
      Room Five: Reward, Revelation, Plot Twist

    * Keep your designs as rules-free as possible. The best
    designs should serve as skeletons that other GMs can pick up
    and flesh out for their game system and campaign. No need
    for stat blocks or complex rules annotations.

    * Maps are definitely optional. Most 5 Room dungeon designs
    won't need a map as the layout will be intuitive.

    * Multiple entries are welcome.

    * As with past contests, entries will be edited and given
    back to the community for free so all GMs can benefit from
    your designs.

    * Winners will be drawn at random, so don't worry if you
    aren't confident about your designs - every entry has an
    equal chance of winning, and it's just your participation
    that counts. Have some fun with it.

    * E-mail, text files, Word docs, and Open Office files are
    welcome.

    * E-mail your entries to johnn@roleplayingtips.com or submit
    them at the Strolen's Citadel website:
    http://www.strolen.com/index.php


    Deadline
    ------------------------------------------------------------
    Please submit your entries by September 26.


    Prizes
    ------------------------------------------------------------
    The following prizes have been generously supplied to
    support this contest. Please visit sponsor sites and check
    out their products.

    1 x D&D Icons Gargantuan Black Dragon
    From: Legend Games
    http://www.legendgames.co.uk/

    3 x MyInfo Personal Reference Software licenses
    From: Milenix Software
    http://www.milenix.com

    3 x D&D modules:
    * DCC #46 Book of Treasure Maps
    * DCC #47 Tears of the Genie
    * DCC #50 Vault of the Iron Overlord by Monte Cook
    From: Goodman Games
    http://www.goodmangames.com

    5 x Adventure PDFs:
    * 1 on 1 Adventures #5 Vale of the Sepulcher
    * #6 Shroud of Olindor
    * #7 Eyes of the Dragon
    * #8 Blood Brothers
    * Advanced Adventures #3 The Curse of the Witch Head
    From: Expeditious Retreat Press
    http://www.xrpshop.citymax.com


    To summarize, craft your own 5 Room Dungeons and submit them
    for a chance to win some great loot. Entries will be edited
    and formatted and given back to the community so others can
    have more fun at every game.

    Good luck!

    Cheers,

    Johnn Four
    johnn@roleplayingtips.com

    _______________________________________________________
    *******************************************************

    5 Room Dungeons

    By Johnn Four

    The following tips originally appeared in Issue #156, and
    they are among my favourite. I thought it was time to
    feature them again with some edits, a new tip or two, and a
    contest.


    1. Why Do I Like 5 Room Dungeons?
    ============================================================
    This format, or creation method, has a number of advantages:

    * Any location. Though I call them 5 Room Dungeons, they
    actually apply to any location with five or so areas. They
    don't have to be fantasy or dungeons. They could take the
    form of a small space craft, a floor in a business tower, a
    wing of a mansion, a camp site, a neighbourhood.

    * Short. Many players dislike long dungeon crawls, and ADD
    GMs like to switch environments up often. In addition, some
    players dislike dungeons all together, but will go along
    with the play if they know it's just a short romp. This
    helps ease conflicts between play styles and desires.

    * Quick to plan. With just five rooms to configure, design
    is manageable and fast. Next time you are killing time, whip
    out your notepad and write down ideas for themes, locations,
    and rooms. Knock off as many designs as you can and choose
    the best to flesh out when you have more time and to GM next
    session.

    * Easier to polish. Large designs often take so long to
    complete that game night arrives before you can return to
    the beginning and do one or more rounds of tweaking and
    polishing. The design speed of 5 Room Dungeons leaves room
    most of the time to iterate.

    * Easy to move. 5 Room Dungeons can squeeze into many places
    larger locations and designs can't. If your dungeon goes
    unused or if you want to pick it up and drop it on a new
    path the PCs take, it's often easier to do than when
    wielding a larger crawl.

    * Flexible size. They are called 5 Room Dungeons, but this
    is just a guideline. Feel free to make 3-area locations or
    10-cave complexes. The idea works for any small, self-
    contained area.

    * Easy to integrate. A two to four hour dungeon romp
    quickens flagging campaign and session pacing, and can be
    squeezed into almost any story thread. It also grants a
    quick success (or failure) to keep the players engaged. The
    format is also easy to drop into most settings with minimal
    consistency issues.


    2. Room One: Entrance And Guardian
    ============================================================
    There needs to be a reason why your dungeon hasn't been
    plundered before or why the PCs are the heroes for the job.
    A guardian or challenge at the entrance is a good
    rejustification why the location remains intact. Also, a
    guardian sets up early action to capture player interest and
    energize a session.

    Room One challenge ideas:
    * The entrance is trapped.
    * The entrance is cleverly hidden.
    * The entrance requires a special key, such as a ceremony,
      command word, or physical object.
    * The guardian was deliberately placed to keep intruders
      out. Examples: a golem, robot, or electric fence.
    * The guardian is not indigenous to the dungeon and is a
      tough creature or force who's made its lair in room one.
    * The entrance is hazardous and requires special skills and
      equipment to bypass. For example: radiation leaks, security
      clearance, wall of fire.

    Room One is also your opportunity to establish mood and
    theme to your dungeon, so dress it up with care.


    3. Room Two: Puzzle Or Roleplaying Challenge
    ============================================================
    The PCs are victorious over the challenge of the first room
    and are now presented with a trial that cannot be solved
    with steel. This keeps problem solvers in your group happy
    and breaks the action up for good pacing.

    Make Room Two a puzzle, skill-based, or roleplaying
    encounter, if possible. Room Two should shine the limelight
    on different PCs than Room One, change gameplay up, and
    offer variety between the challenge at the entrance and the
    challenge at the end.

    Note, if Room One was this type of encounter, then feel free
    to make Room Two combat-oriented.

    Room Two should allow for multiple solutions to prevent the
    game from stalling.

    Room Two ideas:
    * Magic puzzle, such as a chessboard tile floor with special
      squares.
    * An AI blocks access to the rest of the complex and must be
      befriended, not fought.
    * A buzzer panel for all the apartments, but the person the
      PCs are looking for has listed themselves under a different
      name, which can be figured out through previous clues you've
      dropped.
    * A concierge at the front desk must be bluffed or coerced
      without him raising the alarm.
    * A dirt floor crawls with poisonous snakes that will
      slither out of the way to avoid open flame. (A few might
      follow at a distance and strike later on.)
    * The PCs must convince a bouncer to let them in without
      confiscating their weapons.

    Once you've figured out what Room Two is, try to plant one
    or more clues in Room One about potential solutions. This
    ties the adventure together a little tighter, will delight
    the problem solvers, and can be a back-up for you if the
    players get stuck.


    4. Room Three: Trick or Setback
    ============================================================
    The purpose of this room is to build tension. Do this using
    a trick, trap, or setback. For example, after defeating a
    tough monster, and players think they've finally found the
    treasure and achieved their goal, they learn they've been
    tricked and the room is a false crypt.

    Depending on your game system, use this room to cater to any
    player or character types not yet served by the first two
    areas. Alternatively, give your group a double-dose of
    gameplay that they enjoy the most, such as more combat or
    roleplaying.

    Room Three ideas:
    * The PCs rescue a number of prisoners or hostages. However,
      the victims might be enemies in disguise, are booby-trapped,
      or create a dilemma as they plead to be escorted back to
      safety immediately.
    * A collapsed structure blocks part of the area. The debris
      is dangerous and blocks nothing of importance, another trap,
      or a new threat.
    * Contains a one-way exit (the PCs must return and deal with
      Rooms One and Two again). i.e. Teleport trap, one-way door,
      2000 foot water slide trap.
    * The PCs finally find the artifact required to defeat the
      villain, but the artifact is broken, cursed, or has parts
      missing, and clues reveal a solution lies ahead.
    * Believing the object of the quest now lays within easy
      reach, an NPC companion turns traitor and betrays the PCs.

    Another potential payoff for Room Three is to weaken the PCs
    as build-up to a dramatic struggle in Room Four. It might
    contain a tough combat encounter, take down a key defense,
    exhaust an important resource, or make the party susceptible
    to a certain type of attack.

    For example, if Room Four contains a mummy whose secret
    weakness is fire, then make Room Three a troll lair (or
    another creature susceptible to fire) so the PCs might be
    tempted to burn off a lot of their fire magic, oil, and
    other flammable resources. This would turn a plain old troll
    battle into a gotcha once the PCs hit Room Four and realize
    the are out of fire resources.

    Don't forget to dress Room Three up with your theme
    elements.


    5. Room Four: Climax, Big Battle or Conflict
    ============================================================
    This room is The Big Show. It's the final combat or conflict
    encounter of the dungeon. Use all the tactics you can summon
    to make this encounter memorable and entertaining.

    * As always, generate interesting terrain that will impact
      the battle.

    * Start or end with roleplay. Maybe the bad guy needs to
      stall for time to let PC buffs wear out, to wait for help to
      arrive, or to stir himself into a rage. Perhaps the combat
      ends with the bad guy bleeding to death and a few short
      words can be exchanged, or there are helpless minions or
      prisoners to roleplay with once the threat is dealt with.

    * Give the bad guy unexpected powers, abilities, or
      equipment.

    * Previous rooms might contain warning signals or an alarm,
      so the bad guy has had time to prepare.

    * The bay guys tries to settle things in an unusual way,
      such as through a wager or a duel.

    * The lair is trapped. The bad guy knows what or where to
      avoid, or has the ability to set off the traps at opportune
      moments.

    * The bad guy reveals The Big Reward and threatens to break
      it or put it out of the PCs' so reach so they'll never
      collect it.

    * The bad guy has a secret weakness that the PCs figure out
      how to exploit.

    * A variety of PC skills and talents are required to
      successfully complete the encounter.


    6. Room Five: Reward, Revelation, Plot Twist
    ============================================================
    Here's your opportunity to change the players' bragging to
    "we came, we saw, we slipped on a banana peel." Room Five
    doesn't always represent a complication or point of failure
    for the PCs, but it can. Room Five doesn't always need to be
    a physical location either - it can be a twist revealed in
    Room Four.

    Room Five is where your creativity can shine and is often
    what will make the dungeon different and memorable from the
    other crawls in your campaigns.

    In addition, if you haven't supplied the reward yet for
    conquering the dungeon, here is a good place to put the
    object of the quest, chests of loot, or the valuable
    information the PCs need to save the kingdom.

    As accounting tasks take over from recent, thrilling, combat
    tasks, this would also be a good time to make a campaign or
    world revelation, or a plot twist. Perhaps the location of
    the next 5 Room Dungeon is uncovered, along with sufficient
    motivation to accept the quest. Maybe the true identity of
    the bad guy is revealed. New clues and information
    pertaining to a major plot arc might be embedded in the
    treasure, perhaps sewn into a valuable carpet, drawn in
    painting, or written on a slip of paper stuffed into a
    scroll tube or encoded on a data chip.

    Room Five ideas:
    * Another guardian awaits in the treasure container.
    * A trap that resurrects or renews the challenge from
      Room Four.
    * Bonus treasure is discovered that leads to another
      adventure, such as a piece of a magic item or a map
      fragment.
    * A rival enters and tries to steal the reward while the PCs
      are weakened after the big challenge of Room Four.
    * The object of the quest/final reward isn't what it seems
      or has a complication. i.e. The kidnapped king doesn't want
      to return.
    * The quest was a trick. By killing the dungeon's bad guy
      the PCs have actually helped the campaign villain or a
      rival. Perhaps the bad guy was actually a good guy under a
      curse, transformed, or placed into difficult circumstances.
    * The bad guy turns out to be a PC's father.
    * The true, gruesome meaning behind a national holiday is
      discovered.
    * The source of an alien race's hostility towards others is
      uncovered, transforming them from villains to sympathetic
      characters in the story.
    * The true meaning of the prophecy or poem that lead the PCs
      to the dungeon is finally understood, and it's not what the
      PCs thought.


    7. Example 5 Room Dungeon - Library of the Ancients
    ============================================================
    Here is an example 5 Room Dungeon to inspire your contest
    entries. In your campaign, you'll need to flesh out some of
    the details, but this skeleton format is perfect for GMs to
    pick up and customize for their own memorable sessions.

    Room One: Entrance
    ------------------------------------------------------------
    The guardian is a permanent hurricane situated over a small,
    rocky island that is far from civilization. Approach by air
    and sea is too difficult by normal means. The storm energies
    have attracted numerous elementals to the region as well,
    and though most can be bypassed with caution, it's likely at
    least one or two will be encountered and fought.

    Room Two: Puzzle or Roleplay
    ------------------------------------------------------------
    The island has been swept clean so now it is bare, slippery
    rock. Winds threaten to carry away anything not secured to
    the ground. High up on one of the cliffs is a cave with
    flickering light streaming out. The first challenge is
    puzzling out how to reach the cave.

    At the back of the cave is a large portal sealed by magic. A
    command word is required to open the valve, and the PCs
    should have enough clues found previously to figure it out.
    Perhaps it is the name of an item or NPC.

    A castaway lives in the cave, though he is either out or
    cleverly hidden when the PCs arrive. He survives by climbing
    down a hidden, sheltered path that leads to a protected bay
    where he fishes and salvages what the currents wash up. He
    knows the command word but is insane from solitude and the
    continual violence of the storm. He craves to see the sun
    again - if the PCs can show him the sun he'll reveal the
    password.

    Room Three: Trick or Setback
    ------------------------------------------------------------
    Using the command word, a special ability, or quite a bit of
    destruction, the PCs bypass the portal and travel down a
    long set of stairs. Angry booming from wind and wave echoes
    through the tunnel.

    If the PCs don't spot and flip a switch, the tunnel
    continues on until it opens up into a huge cavern full of
    bookshelves and dry, ancient tomes. Invaluable knowledge is
    stored here, as are a pair of immortal fire guardians.

    The guardians are sentient and can be parleyed with. If they
    deem the PCs worthy, they provide knowledge of the switch
    back up in the stairwell, which opens an entrance to a
    second tunnel.

    Their primary task is to protect the library from evil, and
    they will start torching the books if the PCs attack or if
    the guardians deem the action necessary.

    Room Four: Big Battle
    ------------------------------------------------------------
    The secret passage leads down to a cave where a powerful
    elemental has been imprisoned. The elemental was tricked by
    the builders of the library and was told his realm was under
    attack. Over the course of weeks, the builders brought
    evidence that the elemental's home had been destroyed.
    Already angry at being imprisoned, the elemental's rage grew
    and grew as he came to believe that his home and kin were
    destroyed. As intended, the creature's rage was funneled and
    amplified until it fueled a small hurricane that surrounded
    the island.

    The builders told the elemental his prison sentence was
    1,000 years, which is true, and with that deadline and plans
    for revenge, his rage has not diminished over time.

    The elemental is free to move about in his cave, and can
    communicate in broken common with the PCs if they try. It's
    not true that his realm was destroyed all those years ago,
    which can be confirmed by any of the elementals outside. If
    the PCs can convince the creature his realm is safe, or calm
    him down another way, the hurricane will disperse after a
    day.

    Killing the elemental will be very tough. The hurricane also
    disperses a day after the creature's death.

    Room Five: Reward or Twist
    ------------------------------------------------------------
    The object of the quest lies within a chest protected by the
    elemental at the centre of the cave. The builders lied and
    told the creature the last of his realm's essence was
    trapped inside the chest, and opening the chest would
    release the essence, forever ensuring a new realm could not
    be built. This further fueled the creature's rage, the chest
    serving as a goading reminder, but the creature is unwilling
    to destroy the container as it plans to wait the 1,000 years
    and rebuild.

    The chest can contain the object of the PCs' quest, or it
    can contain a map and clues to the real location of the
    treasure, which happens to be deep inside an active volcano
    thousands of miles distant. It also contains a note to the
    elemental, in case it did break open the container,
    revealing the builders' lies and rubbing the creature's nose
    in its own stupidity. This should reveal the twist of the
    backstory to the PCs if they opted to attack the creature
    and killed it. If the creature still lives it will demand to
    read the note, which will likely send it into a blind rage
    all over again, giving the PCs a bit of a dilemma.

    * * *

    The five room format is simple yet allows for variety and
    permutation, thus it's a powerful little GM tool. I feel a
    GM is always better off improving their dungeons by making
    them smaller because it gives them more planning time for
    clues, plot hooks, character involvement, twists, and so on.

    Don't forget to enter contest. If you have any questions,
    feel free to e-mail me.

    _______________________________________________________
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