Obviously,
what you want, as a tabletop RPG designer or GM, ultimately, is to
come up with a few good solid components to make a coherent
adventure. Sadly, even the best "adventure generator" you
find online or PDF or book you buy, can provide you with elements or
the skeleton of a framework, but the content itself, the specifics,
often do not lend themselves to combinations.
There
are good, creative designers and GMs that can work with about
anything and make awesome adventures with the strangest ingredients,
but that type of genius may not come that easy to the rest of us, me
especially. But I do want to discuss and hopefully give an example of
how this type of thing CAN be done - it IS possible, but it isn't
magic - it does take effort and some rather unintuitive conclusions
and leaps of deduction, to make a plot.
Among
other things, I've created a random plot element generator, for lack
of a better term, uncreatively titled, "22,000 Count Word
Generator", which you can find here:
http://www.peracles-rpg.com/guest/jp/toys/index.php?pagecont=22
Video version of this article
Video version of this article
The linked Youtube video version of this article is here: [LINK].
The Audio is here: [LINK]
Now first off - I created this primarily for inspiration, so in its most basic form, it just spits out random things - adjectives, nouns, whatever, in no particular order or relation. From there I tried to refine it a bit and built one option to give some structure - a person or thing, an action or verb, an event or other thing - to sort of artificially give some hierarchy of usefulness to the random words. Then I decided to make both viable, so when you generate info with it, it may give you one style, or the other. And overall, this is of variable use - you can get crap no matter what, or some may be compelling. Both are set up in the form of Acts and Scenes, with a few scenes per Act, as per the standard narrative story or plot structure. Ideally, the elements of each would make sense and tie in to others, but as it is, these designations of "Scene 2, 3" are really just suggestions.
The Audio is here: [LINK]
Now first off - I created this primarily for inspiration, so in its most basic form, it just spits out random things - adjectives, nouns, whatever, in no particular order or relation. From there I tried to refine it a bit and built one option to give some structure - a person or thing, an action or verb, an event or other thing - to sort of artificially give some hierarchy of usefulness to the random words. Then I decided to make both viable, so when you generate info with it, it may give you one style, or the other. And overall, this is of variable use - you can get crap no matter what, or some may be compelling. Both are set up in the form of Acts and Scenes, with a few scenes per Act, as per the standard narrative story or plot structure. Ideally, the elements of each would make sense and tie in to others, but as it is, these designations of "Scene 2, 3" are really just suggestions.
Let's
just start with the first page I get, and we'll see what works and
what doesn't, and what we can do with what works. Here is the first
of the result sets that my generator gives us.
1.
Person_Place_Subject_Event
Scene
1: button burnisher, barber, flood, sudden death (siege engineer,
lounge)
Scene
2: witch, ballroom, unity, leprosy (rain, measure)
Scene
3: barrel filer, tombstone cutter, hoc, family fireworks bring the
police to the door, family doctor charged with failing to help
accident victim, rapt,
Scene
4: great old one, ladies clothe, cluster, being unattractive (visions
of another self, netmaker)
So
let's look at these. The first one doesn't have much going for it, at
first glance. It looks like a passable opening scene, but not a
particularly interesting or compelling one. Still, a barber, a flood,
sudden death, a button burnisher (not sure that's going to fit), and
optionally, a siege engineer and leprosy introduced into he scene,
may give us something to work with. We have to basically see these
things individually and relationally, big-picture style, at the same
time, to come up with a believable scene. Not all things WILL be
workable and some will just need to be trashed and you move on. But
let's try this one.
button
burnisher, barber, flood, sudden death (siege engineer, lounge)
So...
there's a flood, we can pick that out, along with sudden death, as
the most important or dramatic elements here. They could be
background elements, but it would be a shame to waste such exciting,
action-oriented terms, so let's make them be what the scene is about.
So
someone is killed, suddenly, by a flood. If that's the case, might
this take place outside? A barber, a siege engineer. Again, let's
just ditch the button burnisher here, we've got enough useful terms.
The lounge... let's interpret that as a verb and not a noun, so... a
guy, a siege engineer normally, in civic life, is maybe working at
his job repairing a dam or something.
Hmm,
no, let's have him actually be crazy or even hired by a villain, so
he knows all about demolition as well as construction. So he ...
blows up a dam. Near town. Luckily the water sluices through, but
most of the town withstands it, but the barber, lounging due to no
business, is caught unawares. The flood of water crashed into his
premises, pins him under a heavy desk and he drowns. That uses almost
all our terms and sets up an action scene. We can have the
player-characters involved here or not, as we decide later. Right now
we're just setting up a scene - it's possible this will just be a
background or instigating event the PCs find, rather than experience.
We'll see. Moving on to Scene 2.
As
you might notice, we're still in Act I, and these are scenes, and
there are 4 scenes per Act. Again, this is all optional, and I err on
the side or providing too many elements or ideas, rather than too
few.
Scene
2: witch, ballroom, unity, leprosy (rain, measure)
Now
this is immediately interesting. A witch in a ballroom and leprosy.
Already some strong elements. Optional elements are rain and measure
- those two combined lend themselves to the idea of record rainfall.
Hmm, this makes me think that this should be tied to the flood, so
maybe the siege engineer WAS working on the dam after all, because
the rain has been so heavy lately that people have been worried about
just what happened - the dam bursting!
So
how does the witch, the ballroom and leprosy fit it? And unity? Unity
of what? Of the town? I can imagine the town would be united in the
idea of not drowning - let's go with that for now.
So
it seems appropriately dramatic, if this is for a fantasy setting,
for an evil witch to show up during an expensive royal ball, to
threaten and demand and proclaim her hatred for something or other.
So this witch here teleports or the doors of the palace slam open and
there she is, referencing the amount of rain, and threatening it
won't stop anytime soon. Perhaps a guard rushes to try to subdue her
and she strikes him with a horrible spell, and blisters erupt all
over him, and parts of his skin begin to melt and deteriorate -
"spending" our "leprosy" element, and
establishing her as a very credibly dangerous enemy.
Back
to Unity now - maybe the witch DOESN'T like some unity that exists,
and that can be her demand. "If your kingdom allies itself with
King Gabthorn, I will wash your pitiful land completely off the face
of the earth!" So Unity is actually what is threatened here -
but WHY does she not want that to happen? What threat does that pose
to her, or what resentment is the witch harboring, related to this?
Maybe Scene 3 will help us out.
Scene
3: barrel filer, tombstone cutter, hoc, family fireworks bring the
police to the door, family doctor charged with failing to help
accident victim, rapt
That's
barrel filler. Tombstone cutter. Hoc? Let me see what hoc is. "To
this place", "for this" or "hither", so we
can use this as either "here, in this place" or possibly
"hurry" or "because of" or "so". From
this we can establish this scene indicates a consequence of some kind
- something that happens as a result of taking (or not taking) a
course of action, if we want to forego the idea of "here".
"Family fireworks bring the police" is an interesting
element that we can easily implement here. Perhaps the witch demanded
in the previous scene that the king's daughter, the princess, is to
be killed, or married off to a commoner or rival king, to prevent any
possibility of alliance in the future. Perhaps the parents refuse, or
one parent, and the guards are called to keep order and see to it
that the daughter is somehow removed from the situation in order to
meet the witch's demands.
From
here, we can add in hoc's "because of this" clause, and
perhaps the PCs are asked for help by the king, the father, who
doesn't want his daughter sent off or killed, while the evil
stepmother maybe, is pushing this as the only option, and the king is
unable to argue against it because it will mean the death of all his
subjects - better one life taken to spare thousands. So how does
"tombstone cutter" and "barrel filler" fit in?
Both are containers, which someone can fit inside. Hmm.
Perhaps
the girl can be smuggled away? Or she can be put in a barrel and
thrown in the ocean, to presumably drown, but it's rigged and she can
escape and live? Or perhaps the PCs can use barrels, perhaps hiding
in them, or using them in some other way, to implement a plan to save
the lass? Tombstone cutter. Can't think of a way the cutting itself
would be terribly useful offhand, but having heavy things like
tombstones could be useful in a plan. Let's leave this one open -
it's a bit nebulous right now.
Family
doctor charged with failing to help accident victim. Well, this isn't
really an "accident", getting rid of the daughter. BUT, we
can instead make this part of the plan. The PCs might be able to get
away with the doctor taking the blame for the girl's presumed death
when she's put in a barrel. He takes the heat and gets the hate for
the death of an innocent, but it was in service of actually keeping
her alive? That could work. He signs off on her death warrant. Rapt -
mmm, that simply means motionless and distracted or something along
those lines. If we can figure out how to fit this in, great, if not,
it's not a big loss. We have enough elements for this scene.
And
now our last scene - if we want four scenes. If we interpreted this
as three or four "sections" or acts in themselves, and we
felt like we had enough material and content, things for the PCs to
do, with what we've already gone over, we could make the previous
scene the last one, and possibly just add in a fight with the witch
or even just leave it hanging - she departs, fooled into thinking the
daughter is gone and no alliance will happen. This could be a "drop
in" adventure rather than a full standalone. It just depends on
what we want to do with this. But let's go for this last scene,
because it's got a ton of stuff. The bad part is, it almost suggests
an entirely different adventure entirely, but maybe we can do
something with it.
Scene
4: great old one, ladies clothe, cluster, being unattractive (visions
of another self, netmaker)
So
if we took it by itself as its own plot, this is about a trap by a
great old one capitalizing on the vanity and self consciousness of
humans. Sometimes called the Great Weaver, or Cosmic Fisherman, he
created a net that takes on the form of an exquisite dress and places
it in the path of a desperate
woman who is often ridiculed or excluded for her plainness or her
self-critical ugliness. She puts the garment on and looks radiant,
both to herself and others, but it slowly at first begins to taint
her, the illusion begins shedding as she transforms into some
horrible creature, not knowing it's happening - slowly her mind dulls
and she becomes a grotesque horror dressed in tatters.
Where
does the cluster fit in? Or the vision of another self? Well, the
victim would think about the beautiful version of themselves - the
fair princess or the radiant young lady - her goal for herself. The
cluster? Hmm. Well, it could be a cluster of clothing, rather than
one dress. Perhaps its a wardrobe, an actual physical cabinet, that
provides all kinds of wonderful garments, that all still have the
same corrupting influence. Or perhaps people that fall victim to this
curse gather together with others by some sort of magical innate
intuition, into a pack of horrible, slavering, scrabbling monsters
that were once people.
But
can we fit this into our existing adventure? Well, we could have the
princess herself fall into this trap, perhaps in a later adventure -
perhaps she finds what looks like a dress fit for a princess, and
perhaps dreams of reclaiming her throne once the witch is dead or
something like that. Or perhaps this is what happened to the witch
herself. Maybe she fell into this trap, and was given powers, but
made ugly and malign, and blames the king or the other kingdom, and
wants to make sure to keep both from profiting from any alliance. Or
maybe that's all just a ruse and she's jealous of the beautiful
princess, and she is cunning enough to make this all happen as a way
to get rid of the princess - her other demands are a smokescreen.
And
so we see that we've used only the elements from the four scenes
within what is listed in ACT 1 of the first result set from this
generator, but it could potentially provide all the basic information
needed for an entire adventure, possibly even two. That's without
going on to the next set of results, ACT II. In fact, it's likely if
somehow you manage to get lucky enough that all the results could be
merged into one single scenario (and admittedly, the cohesion seen
here is not all that common), then it likely could turn into a long
adventure, depending on how much extra effort you put into it,
supplying names and NPCs and additional details. But that's another
story.
As
you can see, these types of generators can be great for inspiration,
ideas, but don't necessarily provide any level of "completeness"
for adventures - the GM or designer still needs to nurture it along
with creativity and judgment. And I admit I don't have a really good
interpretation for how this last scene fits in with the other four -
but it nonetheless is a good example of how one CAN come up with a
lot of coherent ideas from some pretty disparate elements.
So
tell me what you thought of this. What would you have done
differently? How do you think the last scene fits into the others -
or does it? Post your own thoughts in the comments section. And
please like and share this video and subscribe if you are so
inclined, and tell me if you want to see more things like this!
Thanks!
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