Good morning, All,
I was wondering if anyone had any recommendations on the nuts and bolts of creating a good Game Day / Mini-con Traveller adventure? The session length is typically four hours each, and each adventure serves 3-8 players, depending on table size.
From my prior experience designing Game Day adventures in other D20 systems, I've often used the following formula:
Five encounters:
1) Minor RP/Negotiation encounter;
2) Minor physical confrontation encounter;
(these two may be swapped, dependent on storyline...)
3) Minor RP/Negotiation encounter;
4) Minor physical confrontation encounter;
(again, these two may be swapped, dependent on storyline...)
5) Final major physical confrontation encounter.
In building the adventure, I've often deviated from the above pattern, because inspiration strikes. But it does present a good balance between action and roleplay, with a satisfying action sequence as the finale.
This works great for fantasy adventures, and sci-fi/sci-fantasy action-sessions like Star Wars or Dragonstar, but may not have the desired flavor of a Traveller adventure.
With that in mind, I'm just asking for input from more experienced Traveller referees as to their ideas on the anatomy of a good one-session adventure for Traveller. Would the above work? Or is there a better way?
Thanks in advance for your time,
Flynn
I was wondering if anyone had any recommendations on the nuts and bolts of creating a good Game Day / Mini-con Traveller adventure? The session length is typically four hours each, and each adventure serves 3-8 players, depending on table size.
From my prior experience designing Game Day adventures in other D20 systems, I've often used the following formula:
Five encounters:
1) Minor RP/Negotiation encounter;
2) Minor physical confrontation encounter;
(these two may be swapped, dependent on storyline...)
3) Minor RP/Negotiation encounter;
4) Minor physical confrontation encounter;
(again, these two may be swapped, dependent on storyline...)
5) Final major physical confrontation encounter.
In building the adventure, I've often deviated from the above pattern, because inspiration strikes. But it does present a good balance between action and roleplay, with a satisfying action sequence as the finale.
This works great for fantasy adventures, and sci-fi/sci-fantasy action-sessions like Star Wars or Dragonstar, but may not have the desired flavor of a Traveller adventure.
With that in mind, I'm just asking for input from more experienced Traveller referees as to their ideas on the anatomy of a good one-session adventure for Traveller. Would the above work? Or is there a better way?
Thanks in advance for your time,
Flynn