It’s been a long slog through a dangerous wilderness and then a devilish dungeon. Henchmen have died, PC’s have bled, but in the end, Law triumphed over Chaos (with an assist by Neutrality) and the dragon is dead.
Yes, but …
The PC’s have “won” the game. They’ve completed the adventure. They’re done. Or are they? Since the name of the game is adventure, the end of a particular adventure can be a temporary thing. I draw to your attention Mr. Edgar Rice Burroughs and his planetary romance set on Barsoom. If you haven’t read about old John Carter and his incomparable princess, you should, and in between the Martian sight-seeing you might also pay attention to how ERB paces the books and ends them, at least how he ends the first one because it’s a great way to run adventures.
In A Princess of Mars, every success by John Carter is a doorway to a new challenge that must be faced (and must be faced NOW!). Once John Carter gets used to the red planet, it’s pretty nonstop action – challenge followed by resolution followed by complication or new challenge, etc. When the book finally ends, the adventure does not. Like all of us wide-eyed kids who saw Han frozen in carbonite and Luke get a rough lesson about his family tree, readers of the first Barsoom novel are left hanging, waiting for the next installment.
The Notion
Almost every success in the game drives the adventurers to a new challenge, and the end of each “module” leads directly into the next for at least three “modules”. After every three, the adventurers have a chance to rest.
The idea here is not a story-driven piece, in which the players are led by the nose. The players can always choose to give up. They just have to face the consequences. They intrude on a dungeon and decide not to face the dragon – fine – but the dragon is now awake and cranky and everyone for 100 miles is suffering for it.
Moreover, when they kill the dragon, a new challenge arises from that now moldering corpse. Think about some of the classic module series of AD&D and how they linked – you finish the slavers in the under city, but now you’re led to their stockade to strike another blow against their evil.
When you design your adventures, think about how to turn one adventure into a trilogy (or how to break a mega-adventure into a trilogy of smaller adventures).
This might involve:
- Foreshadowing the trilogy in its first two stages – not in ham-handed way, but in such a way that as new things are revealed, the players get that light bulb moment and start making connections. It might make sense to make sure the players know there’s more in store. If the group is heading off to deal with some kobolds in the woods, an old man in the tavern might mention that he thinks the kobolds are being put up to it by the weird cult in the hills. Another might scoff and say something like, “Oh, I suppose next you’ll tell us the dragon beyond the mountains is causing the drought.” Now they know there’s more out there than just some kobolds in a 1st level dungeon.
- When you write the adventures, figure out how they link together, and how each is a separate adventure in its own right. Give the players bite-size chunks – bring the courses of the adventure meal out one at a time rather than all at once. The best way to do this is to make the end of one the beginning of the next one. Each adventure needs a beginning (“You all meet in a tavern …”) a middle (the delve) and an end (“… you open the treasure chest and find …”). The end holds the key to the next beginning, “… but as you fill your packs with treasure, the ground shakes and the giant diamond falls into a crevice … it looks like there’s another dungeon below the one you’ve just conquered.”)
- The big idea here is about transitions from one state of play to another. You might think about this in terms of PC level. The trilogy that drives PC’s from 1st through 3rd level will be different from the one that drives them from 4th to 6th level. When the PC’s move from the “basic” levels to the “expert” levels, they leave who they were behind in some ways and must enter a larger, more complex and more dangerous world. The old game had this in mind with the idea of hitting name level and building strongholds – the old life of wandering adventurer would end, and the new life of settled ruler begins. In play, this was also a transition from RPG to wargame.
Here’s where consequences come into play. In our own lives, there are moments where we have to choose about moving forward – say from childhood to adulthood. We can choose not to, but there are consequences. Choosing to reject adulthood does not mean the world of your childhood lives on. Things still change, and often not for the better. When the players choose to ignore that next challenge, the campaign world they inhabit changes because of their choice. This doesn’t have to be a severe change designed to force them into tackling the next adventure, but it should involve loss and a noticeable change. If in the end the players decide not to follow up, they have to live in the world they’ve created and you can embark on a new trilogy. They just have to accept that the campaign world is different and move on.
Just a notion – do with it as you will.
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