We’re putting the Six-Step Adventure design to work, with two different adventure ideas. They haven’t been playtested (yet), but they’re examples of how the adventure design can be used for brief, but still satisfying night of role playing.
Fantasy Adventure: This one takes place in a generic fantasy setting (for example, Halberd or Tequindra). It’s a pretty straightforward “dungeon crawl,” the kind seen in RPGs since the 1970s, and that makes it a good way to try out the format in a familiar context. Don’t forget to add some unique elements to the combat encounters — a battle in an empty room or forest clearing isn’t that exciting, but add obstacles, a time limit and different locations, like a high balcony to shoot down from, or the top of a moving train, and you’re adding to the action.
- Quest giver: The heroes are accompanying a merchant carrying a valuable treasure of some kind in a simple wooden box that’s magically locked. The merchant doesn’t know what the treasure is, only that he’s supposed to get it to the sorcerer who hired him.
- Early encounter: The merchant and his caravan are attacked by a group of bandits. There are more bandits than the heroes can handle, so that no matter how many they defeat, the merchant is killed and the treasure taken.
- Clue to final confrontation: The heroes interrogate a bandit, or (more likely) find a map to a wizard’s tower with the symbol of a rival wizard on it.
- Secondary encounter or challenge: The map leads through obstacles, like a small battle with a bear, and a rickety bridge over a lake. These are meant to be brief encounters, a chance to experiment with unusual environments or unique ways to use their Specialisms.
- Secondary challenge or encounter (the opposite): Once over the bridge, the heroes enter the wizard’s tower and confront the wizard’s monsters — for example, a dragon or a mechanical guard, or even more bandits.
- Final boss: The rival wizard himself, who uses the treasure, which has some kind of combat effect (for example, it fires a beam of energy, or creates a magical force field).
Defeating the wizard ends the adventure; the heroes can return the treasure to the sorcerer and earn gold and prestige.
Modern Adventure: Here’s a story in a more contemporary setting, with a little bit more social interaction. The heroes meet a rival team of explorers, giving them a chance to compete with or cooperate with that group. Killing off the rival team also demonstrates the danger of the adventure, without keeping the heroes from completing the story.
- Quest giver: A government agent hires the heroes as a salvage team to recover a lost treasure (gold from early explorers) on a shipwreck — it’s in pirate-infested waters, so he doesn’t want to risk veteran divers.
- Early encounter: The heroes are attacked by a pirate ship that wants to take them over; another salvage crew appears to help fight off the pirates. They are from a private salvage company.
- Clue to final confrontation: The other crew shares the location of the shipwreck from their research.
- Secondary encounter or challenge: The heroes are lowered into the ocean with other team of searchers to begin the search, but their shark cage has been tampered with, and sharks attack.
- Secondary challenge or encounter (the opposite): The two teams race to recover the treasure.
- Final boss: No matter who recovers the treasure, the heroes and the private salvage crew return to their ships to find the government agent waiting there, with his own set of troops. The sailors on both ships are dead; the government agent wants the treasure for himself.
How do these Six-Step Adventures work in your gaming group?