Finally getting around to writing a proper GorgeWorld adventure module. Specifically one that helps assist onboarding new players into the system or even a new GM. Held a small poll on the Ko-Fi and it seems that the idea of it being “Its totally not just Bugsnax, trust me guys” is really appealing. ((Though I’ll note, gonna have to design them so that I’m not infringing on the idea ‘too’ hard. Not that the idea is ‘copyrighted’, I initially say “Bugsnax” but this is also kind of the plot for “Cloudy With A Chance Of Meatballs 2”))
I’ve currently got the rough outline for the adventure set out. On top of the template for the book formatting. Specifically going to be a ‘zine’ in which anyone can print it out, fold, and staple it into their own booklet to use at the table.
Long story short, party is on a ship traveling towards a mysterious island that theyve been hired to explore at the behest of a research camp there. Upon arrival, they will need to help fend off the ‘local wildlife’ and save a lost researcher in order to grab a key for the Snacktec Temple, in which some heavy weight puzzles and encounters await.
Its simple and not terribly ‘open’ for the kinds of campaigns I usually make, but there will still be things to do ‘on’ the island that can be encountered organically. Including a potential opposing faction that’s attempting to poach the ‘local wildlife’.
Still, this is all very rough and I’m currently just writing the text to see how well it all flows in the first place. So keep a look out.
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Writing the adventure was very fun, especially implementing a less used annotation method to help condense concepts and ideas, allowing for GM’s to quickly reference details/reactions/secrets, and many other aspects of an adventure at a quick glance. Along with turning what would be a couple of paragraphs, into a handful of easy to read bullet points.
Various parts of the adventure will be annotated for quick reading and reference.
Indicates an event or immediately apparent information.
?- Hidden information that can be revealed via further search, skill check, or questioning.
!- Actions that can potentially change the adventure or create new opportunities.
These allow the GM to quickly understand what are in certain environments, what certain actions do, what skill checks to perform, and how characters will react in certain ways. This is by no mean the ‘only’ way players will interact with the world, so the GM will use this information to extrapolate various other reactions, information, and ideas.
For example
The room has a box inside gilded with gold.
?- The box is locked, and has the initials J.E. engraved in it.
!- If the box is unlocked via a Beauty skillcheck to pick the lock, it will reveal a ceramic platter and a pewter cup with strange runes on them.
Now, if a player were to suggest smashing the box open instead, and succeeds with a Force skill check, it’s to be assumed that they would find the same items in the box, but maybe the ceramic platter is now broken and the pewter cup is now dented, resulting in the party having to put the pieces together.
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