game pitch; a new adventure

I love playing tabletop role-playing games with my friends, so I wanted to incorporate the genre into my game experience design project. TRPG’s fall under the niche/hobby category of games and are about face-to-face, collaborative story telling aided by dice rolls and the guidance of a ‘game master’ moderator. Players act out their character roles and engage in different facets of adventuring determined by the game master’s chosen rule system. It’s a fun way to bond with friends while also experiencing escapism through fantasy, becoming fully immersed in the imagined play space.

“Basics of t-RPGs are to let a set of players share the creation of their own story, where they interpret the main characters. T-RPGs mix dynamics from both society games (for the ludic aspect) and improvisational theatre.”

Delmas, G., Champagnat, R. and Augeraud, M., 2009.

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My TRPG of choice is Wizard’s of the Coast’s Dungeons & Dragons Fifth Edition. I have the most experience and knowledge with this rule system, though truthfully I’ve never run my own campaign as the game master and will usually take the role of player character instead. Regardless, I want to create my own D&D module to be used by myself and other game masters as an adventure guide. I’ll be brushing up on the official Dungeon Master’s manual and asking for help from some of my experienced game master friends. My goal will be to design a game experience that is immersive, compelling, fair for all players and, most importantly, fun.

“One of the distinguishing features of the RPG genre is its ability to immerse the
player in the world and story that the game creates. The example from a D&D adventure in the epigraph addresses the readers in the second-person, pulling them directly into the story world, situating them in a place, and immersing them. “

Cover, J.A.G., 2005.

There are countless resources online that will assist me in creating this adventure module, including many video tutorials and forum discussion posts over at r/DnD. The website Dungeon Masters Guild also has a variety of templates and game materials that can be downloaded for free. Creating an adventure for D&D involves planning and preparing the narrative, setting, combat encounters, exploration and non-playable characters of an imagined story, then organizing these elements into a document that can be easily applied to the official D&D rule system. I might also attempt to design new gameplay features for my adventure module under the framework of the D&D rule-set, a practice known by TRPG fans as ‘homebrewing’.

The most important factor to consider when designing an adventure module is that it first and foremost acts as a guide for game masters to follow when running their own D&D campaign. This means that my target audience when designing is not just the players but also the game master, as they enact the most important role in determining the players’ overall experience. So, while I may want to consider how the adventure can appeal to both new and veteran players, I should also keep in mind whether or not my module design is effective in aiding the game master’s efforts to run a campaign; having the document be easy to understand and convenient for the game master is key.

“The game master is both a referee and a story director. On the one hand, he checks
the player characters’ actions. He validates actions and their results according to
game’s rules. On the other hand, he is responsible for story’s unfolding. He has to
describe the environment and to interpret the set of non-player characters (NPC). As a consequence, he produces a frame for the story and adapts it to player’s actions.”

Delmas, G., Champagnat, R. and Augeraud, M., 2009.

The theme of my game design project will be based on the existing lore of the D&D universe, which takes inspiration from Tolkien fantasy. I’m currently dreaming up a world and narrative for the adventure module and seeking inspiration from online campaigns that are live streamed or recorded and uploaded by the game master. One of my favourite online campaign series is Critical Role, run by voice actor Matt Mercer. I’m definitely interested in creating some pre-made character sheets for new players who are unfamiliar with the D&D system, or veterans who would like to jump in straight away without needing to create their own character first. I’m interested in a narrative that involves a band of outcasts or misunderstood ruffians who come upon the dark secrets of a sleepy village (or two) by chance. They’re left with a choice of covering up the corruption, or putting an end to it. D&D’s alignment system will be handy in this situation.

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My main concern with this project was the logistics of testing the adventure module and receiving feedback while in self-isolation due to the current global pandemic. I’ve been looking into online solutions, including the virtual tabletop website Roll20, and a variety of D&D bots for Discord servers. I plan to test combat encounters and exploration sections of the adventure with friends, and get feedback about my module manual online from other TRPG fans through discussion forums like Reddit. Since I plan to keep the adventure as brief enough to fit a ‘one-off’ campaign, meaning it can be completed over one or few play sessions, I may also be able to do complete play-throughs with different groups of players. Then, from those experiences I can flesh out areas I feel required more preparation and planning that I had not previously considered.

General Project Timeline

Week 6 – 7: Apply pitch feedback to my project and develop the game narrative + explore resources and tutorials for creating a D&D adventure.

Week 8 – 9: Start prototyping and testing the adventure module.

Week 10 – 11: Apply beta feedback and findings from the first rounds of testing to the adventure module.

Week 12 – 13: Final testing of the prototype and working on the project dossier

References;
Cover, J.A.G., 2005. ‘Tabletop Role-Playing Games: Perspectives from Narrative, Game, and Rhetorical Theory’.
Delmas, G., Champagnat, R. and Augeraud, M., 2009. ‘From tabletop RPG to interactive storytelling: definition of a story manager for videogames’. Joint international conference on interactive digital storytelling (pp. 121-126).

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