Publisher's blurb:
Like any other form of fiction, a tabletop roleplaying adventure works best when there’s a beginning, a middle, and an end. Player characters can pursue a goal without being railroaded into one specific way of achieving it. That same goal prevents characters from wandering aimlessly through an open-ended setting. A balance of styles will respect the players’ creativity and choices, while reducing some of the burden placed on the gamemaster. There’s a satisfying amount of closure, because achieving the goal means that the adventure has come to an end with the characters “winning”.
Building Adventures is about finding that balance. There is a way to create tabletop roleplaying scenarios that don’t require a harried, over-scheduled gamemaster to be ready for every possibility. These can still allowing players to make their own choices, and solve problems in their own way.
This book is system-agnostic, meaning is was not written for one specific tabletop roleplaying game. It’s not exclusively for Dungeons & Dragons, Werewolf: The Apocalypse, Mutants & Masterminds, Shadowrun, Stars Without Number, or any other particular genre, setting or rules set. The examples are generic and high-level, allowing you to adapt and apply them to the system of your choice. It’s recommended that you read through the entire book at least once to get a sense of the contents, the flow of things, and the context for various ideas. You can then go back to individual sections as needed.