Ways of Making a Pre-Written Adventure Your Own
I am not now, nor have I ever really been a fan of
sandbox games. Just because that’s true does not mean, however, that I believe
a story must be a straight shot with immutable conclusions. There are many ways
for GMs to roll with the punches of their players and make minor adjustments or
additions to a game with a defined plot. Many veteran GMs have learned this
fine art but I think it’s time to share some ideas with new GMs trying to find
their way in the hobby for the first time.
The first way a world can be made to feel more dynamic is
its people, so your NPCs are going to help make the game more interesting. Your
PCs are going to latch onto all the NPCs you didn’t expect them to like and
ignore all the ones you thought would tickle their fancy. This is a fact of
gaming. So even when you are throwing in a character that’s only supposed to be
met once, you have to be prepared to bring them back if need be.
In one of my games, the players met with a woman who runs
the dockside area, kind of like a mob boss. They found a locket that belonged
to her father in an underwater part of a dungeon and returned it to her. This
was a literally supposed to be a throwaway part of the adventure. There was the
possibility they may not even have found the locket or met the NPC. Upon
meeting her they took an interest in her and as a side quest for the adventure
they’ve run errands for her and we even roleplayed a whole shopping excursion
where they wanted some items that only a black-marketeer could find.
I’ve also discussed my dislike for random encounters .
But I do add encounters – especially during travel – that are placed to give
the players a way to see what’s going on in the region they’re in. Many modules
and adventure paths also add these one-off encounters that have nothing to do
with the plot. You can expand on these and add other aspects to it to connect
the characters past, making their previous actions matter.
As an example one of the Pathfinder adventure paths has
an encounter with some boggards. The players are meant to defeat them but my
players have a tendency to try and redeem anything that isn’t undead or an evil
outsider, so they tried to make the boggards change their way and let them go.
Later they encountered a few dead hunters that another group of boggards had
killed earlier and this put the characters on a path to hunt down the boggards
who wouldn’t change their ways.
A book earlier in the campaign they faced off against
another group of boggards and a boggard “witch” escaped. I decided to add this
character to the encounter as a recurring villain. Later, when the player went
to save the hunter’s younger son who was going to be sacrificed to their dark
god, they found this witch leading their efforts. She escaped again and has
popped up two books later.
This list of NPCs that have become allies, acquaintances,
and recurring enemies – there is a wererat my players hate – is a mile long.
The one big rule is don’t force an NPC on the players. Let them pick the ones
they like and make those ones a part of your story. A robust cast of characters
from the unnamed shopkeeper, to the escaped minor villain, to the town guard
whose barbershop quartet you are going to go see can become important
characters. And, if need be, events can be made more personal if one of these
friendly characters meet their demise by your villains.
Some GMs are afraid of character death,
but really a dying character can be a great way to have a little fun and play
with the script of the game. One of the characters in my game died and the
player really wanted to play something else, so we came
up with an idea. The character was resurrected but turned on his partners. He
stole a few pieces of the McGuffin they were hunting down and might have
kidnapped their paladin – the player was leaving the game. Now the players have
a new challenge to overcome to complete their quest. It wasn’t originally a
part of the game layout, but it makes the game something created by the
character and their actions and not wholly what was written.
So there are plenty of opportunities to put your stamp on
a game as a GM. Even if you’re running a module, there are points where you can
veer off while still keeping the overall plot intact. Don’t be afraid to try
new things, and most of all, don’t be afraid to make mistakes.
In what ways have you made a module your own? What
characters did you not expect to become reoccurring that have? How have you
adjusted your own stories to take into account the decisions of the players?
Everyone likes to put their stamp on things. If the CRB
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The CRB has been growing as a community on social media. Please join us on Facebook, Google+, Tumblr, and Twitter. My inbox is open on all forums for questions, comments, and discussion. If you don’t want to miss a beat make sure you sign up to have the CRB pushed directly to your e-reading device with Kindle Subscriptions through Amazon.
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