Scenario Builder

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The Scenario Builder uses five categories; Action, Thing, Location, Problem, Antagonist to allow a GM to string together a series of general events in order to form a scratch built scenario in just a few minutes. While five words strung together cannot possibly cover all types of scenarios and adventures, they can provide a framework for the overworked GM who just didn’t have time to develop a side quest.

The Scenario Builder is composed of five charts (Action, Thing, Location, Problem, Antagonist). In order to use the modular scenario generator, roll 2d on each chart (one die for the chart and one die for the outcome). Write down the outcomes then use the outcomes to generate an idea for the scenario.

1. The Action

The Action is basically what is to be done. For example, a roll of 3,1 would be Discover. This means that the scenario requires something to be discovered. What it is to be discovered can come into greater detail by rolling the remaining four categories in the scenario generator.

2. The Thing

The Thing refers to something or someone. For example, a roll of 2,5 would be Man/Woman. The Action is already to Discover. Now the GM knows that the Thing to be discovered is a woman/man. However, it is unclear what this means at this point.

3. The Location

The Location refers to a place where the Action and the Thing coincide in someway. For example, a roll of 3,1 would be Town. The GM can infer that this means that the PCs must Discover a Man in a Town. Why? That is still unclear and it is up to the Gm to get thoughts percolating as to why this Man in this Town needs to be Discovered…

4. The Problem

The Problem is something that may stand in the way of the PCs or present some sort of obstacle. For example, a roll of 1,1 represents an Ambush problem. The GM can conclude that once the PCs arrive in the Town, they may be ambushed as they look for the Man they are to Discover.

5. The Antagonist

The Antagonist represents a centralized figure(s) or thing that stands in the way or opposes the progress of the PCs. For example, a roll of 1,6 denotes some type of Group that is opposing the PCs progress.

Contents

Building the Adventure

Now that you have all 5 variables in the scenario; (1)Discover a (2)Man in a (3)Town, an (4)Ambush will occur, a (5)Group opposes the progress of the PCs, you (the GM) can begin to put together the scenario based on the random outcomes you have just rolled. In order to more fully flesh out this general scenario idea you should ask yourself a series of questions. Here are a few to get you started…

1. Why must the PCs Discover (seek out) this Man?

2. What does this Man have or know that the PCs need?

3. What kind of Town is the Man located in (perhaps use the Settlement Builder to determine this)? Is the town friendly or hostile toward outsiders? Are the PCs already known in the town and are they viewed in a favorable or negative way?

4. Why are the PCs being ambushed? How does the group doing the ambushing have the information on the PCs in order to ambush them?

5. What Group is behind the Ambush? How large is the group and how well organized? Is the group viewed positively or negatively in the town?

There are a multitude of other questions you can ask in order to further flesh out the scenario. Remember, you don’t have to have all the details at once. As the story progresses, many of these details may come to light on there own as the PCs interact in the world, meet NPCs and make their way toward the town. The PCs may even become completely disenchanted with finding the man and abandon the scenario all together. If this happens, you can use the scenario builder to build another scenario.

Action Chart

To determine the Action, roll 1d to determine the chart that will be rolled on. Then roll 1d again to determine the Action.

Chart 1 (roll 1-2) Chart 2 (roll 3-4) Chart 3 (roll 5) Chart 4 (roll 6)
1. Assist/Aid/Help 1. Discover 1. Get/Steal/Take 1. Negotiate
2. Avenge 2. Disguise 2. Guide 2. Protect/Guard/Defend
3. Bribe/Seduce/Manipulate 3. Trap/Catch/Capture 3. Hunt/Track/Stalk 3. Race
4. Conceal/Hide 4. Escort 4. Join 4. Rescue/Save
5. Deliver/Return 5. Fight 5. Locate/Reveal 5. Sneak
6. Destroy/Kill/Assassinate 6. Find/Locate 6. Move 6. Spy/Evaluate/Gather Information


Thing Chart

To determine the Thing, roll 1d to determine the chart that will be rolled on. Then roll 1d again to determine the Thing.

Chart 1 (roll 1-2) Chart 2 (roll 3-4) Chart 3 (roll 5-6)
1. Ally 1. Enemy 1. Monster
2. Artisan 2. Government/Kingdom 2. Natural Disaster
3. Authority 3. Item/Object/Artifact/Treasure 3. Organization
4. Businessman 4. Kore Item/Object/Artifact 4. Royalty
5. Child 5. Man/Woman 5. Smuggler
6. Criminal Organization 6. Merchant 6. Soldier


Location Chart

To determine the Location, roll 1d to determine the chart that will be rolled on. Then roll 1d again to determine the Location.

Chart 1 (roll 1-2) Chart 2 (roll 3-4) Chart 3 (roll 5-6)
1. Ally Headquarters 1. Ruins 1. Town
2. Castle/Palace/Fortress 2. Rural/Wilderness 2. Unmapped Area
3. Cave/Subterranean 3. Seaside City 3. Village/Hamlet
4. City 4. Seaside Village/Town 4. Wasteland/Outland
5. Enemy Headquarters 5. Secret Location 5. Island
6. Remote/Distant 6. Ship 6. Dungeon


Problem Chart

To determine the Problem, roll 1d to determine the chart that will be rolled on. Then roll 1d again to determine the Problem.

Chart 1 (roll 1-2) Chart 2 (roll 3-4) Chart 3 (roll 5-6)
1. Ambush 1. Fear 1. Mystery
2. Battle 2. Hatred 2. Politics
3. Betrayal 3. Insanity 3. Supernatural
4. Criminal Entity 4. Language 4. Travel
5. Disease/Sickness/Plague 5. Money 5. Trust Issues
6. Double-Cross 6. Monster 6. Vendetta/Revenge


Antagonist Chart

To determine the Antagonist, roll 1d to determine the chart that will be rolled on. Then roll 1d again to determine the Antagonist.

Chart 1 (roll 1-2) Chart 2 (roll 3-4) Chart 3 (roll 5-6)
1. Businessman 1. Man/Woman 1. Religious Figure
2. Conspiracy 2. Merchant 2. Royalty/Warlord/Ruler
3. Criminal Entity 3. Monster(s) 3. Stranger
4. Enemy/Villain 4. Political Figure(s) 4. Time
5. Friend 5. Puzzle 5. Traitor
6. Guild/Group 6. Religious Fanatic 6. War
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