"You! You just died!" - Photo by Douglas Fóis When I first started playing RPGs, I would try to prepare for every possibility I could think of. I almost tried to write "Gamebooks" to run as adventures, with numbered index cards and sayings like "if players try to do this, go to card 15" or something. It was exhausting, and mostly useless. Players will do things can't ever imagine ourselves. And that's awesome! So I needed to come up with a method that could provide me with enough information so that I could run a game, but not so much that I would lose more than half of it because it never really appeared in the game. Preferably something that could take as little time as possible. So, taking inspirations from many sources (which I can only remember now as Tome of Adventure Design, The Lazy Dungeon Master and Fiasco), I came up with what I call the Adventure Structure method, and it works as follows.
A place to share, comment and wonder about old school RPGs and the projects I am working on.