Tuesday, May 5, 2026

Scenarios & the “General Idea”

 Every new beginning comes from some other beginning's end.”

Seneca

Everyone holds an opinion about roleplaying game adventure design, some quite vehemently, some quite inflexibly, some by ease of writing or preference for play outcomes at their own tables. Certain games encourage a particular format to which, understandably, writers try to adhere whether writing for the publisher or simply creating something familiar for fans. In the 50-year history of roleplaying games many adventure formats have emerged and evolved, sometimes tied to the ever-changing style of such games. Designing adventures can offer a somewhat displaced challenge; one essentially writes a kind of instruction manual for someone else to run themed action at the game table, a kind of toolkit to enabling a gamemaster to evoke a particular experience with players and their characters. Some prefer a step-by-step approach through encounters, others like a more free-form “sandbox” arrangement. Adventures require some degree of preparation from a gamemaster, even if it’s simply familiarizing themselves with a published game world...or jotting down notes of their own. I’ve done my share of designing and writing adventures, some for publication, others just for friends; lately I’ve been toying with different techniques, as I’ve mentioned before. Sometimes for games as in other aspects of life it helps to look at history, to see how others approached challenges, for insight on issues we face. I looked to roleplaying games’ pre-history, back in the days when wargaming slowly emerged from a Europe ravaged by Napoleon’s armies. And the idea of the scenario tied to a “General idea” seems core to designing an adventure serving as gamemaster resource for greater player agency.