Creation Workflow
Adventure Creation Workflow
Step 1: Select Your Plots (10 minutes)
Roll or choose two plots from the 36 Dramatic Situations table:
- Primary Plot: The main adventure theme
- Secondary Plot: The Stage 5 hook
Write down the actors and elements for each. These are the dramatic framework.
Step 2: Set the Premise (15 minutes)
Answer these questions:
- Where does this take place? (Dungeon, wilderness, city, other plane)
- Why are the PCs involved? (Hired, personal stake, stumbled into it)
- What do the PCs know at start? (Complete briefing, partial info, nothing)
- What's the time pressure? (Urgent, moderate, leisurely)
Adapt the primary plot's actors to the setting:
- Who are they specifically in this world?
- What are their motivations?
- How do they connect to the PCs or their interests?
Step 3: Design Stage 1 (20 minutes)
Choose a test type: combat, puzzle, social, stealth, or skill.
For Combat:
- Select or create an appropriate threat, see AX.C.14 for building guidelines
- Use Minion (3-4D) or Standard (5-7D) threats for Stage 1
- Design a simple battlemap or theater-of-mind description
- Prepare enemy stats and tactics
For Puzzle/Skill:
- Define the challenge clearly
- Set Threshold 2–3 for most skill challenges
- Determine which Talents apply
- Prepare 2–3 possible solutions
For Social:
- Create an NPC with a want and an obstacle, see AX.C.15.03
- Decide what they want from the PCs
- Determine how they can be persuaded
- Prepare 2–3 dialogue entry points
Plot Integration:
- Which actor or element from the primary plot appears?
- How does this foreshadow the main conflict?
Step 4: Design Stage 2 (20 minutes)
Choose a contemplation type: riddle, moral choice, NPC interaction, or investigation.
Create the Challenge:
- Write out the riddle or puzzle with its answer
- OR define a moral choice with consequences for each path
- OR create NPC(s) with information to share, see AX.C.15.03
- OR hide clues for investigation
Plot Integration:
- What deeper truth about the primary plot is revealed?
- How does this complicate simple assumptions?
- What stakes are raised?
Information to Convey:
- List 3–5 facts players might learn
- Decide which are obvious, which require work
- Prepare how each NPC or clue presents information differently
Step 5: Design Stage 3 (15 minutes)
Choose a twist type: betrayal, reversal, complication, ambush, false goal, escalation, or revelation.
Craft the Twist:
- What specific surprise occurs?
- How does it relate to Stages 1–2?
- What new challenge does it present?
Plot Integration:
- How do the actors' true natures emerge?
- What relationship or motivation was hidden?
- How does this recontextualize earlier stages?
Foreshadowing Check:
- Add 2–3 subtle clues to Stages 1–2 that hint at the twist
- They should be noticeable in retrospect but not obvious initially
Prepare Player Reactions:
- How might players respond?
- What information is revealed if they ask questions?
- Does the twist lead to immediate conflict or more roleplay?
Step 6: Design Stage 4 (30 minutes)
This is the climax, spend the most time here.
Choose Conflict Type:
- Combat (most common), negotiation, race against time, skill challenge, or hybrid
For Combat Climax:
- Select/Create Boss: Elite (8-10D) or Champion (11-13D) appropriate to party
- Add Support: 2–4 Minions (3-4D) or 1–2 Standard threats (5-7D)
- Design Environment:
- Terrain features (difficult terrain, cover, height variations)
- Hazards (fire, traps, collapsing structure)
- Interactive elements (doors, barriers, mechanical triggers)
- Set Objectives: Beyond "defeat all enemies"
- Protect someone or something
- Complete a time-sensitive action
- Prevent the enemy from achieving their goal
- Prepare Tactics: How does the enemy fight given their Wit tier?
- Plan Retreat: How does the enemy disengage if losing?
For Non-Combat Climax:
- Define stakes clearly
- Set Thresholds for success
- Prepare for failure (rarely the end, see AX.C.15.02 on reading results)
- Make time pressure concrete
- Allow for creative solutions
Plot Integration:
- All actors in the primary plot appear or are referenced
- The conflict directly embodies the plot's core tension
- Resolution of the conflict resolves the plot
Step 7: Design Stage 5 (15 minutes)
Immediate Aftermath:
- What's the scene immediately after Stage 4?
- Who survived? What's damaged or changed?
- What can be found, looted, or learned?
Rewards:
- Wealth: Appropriate to party level and Genre Catalog
- Items: 1–2 permanent items, 2–3 consumables
- Information: New knowledge, contacts, reputation
- Advancement: Have characters accumulated XP toward a Stage unlock? See AX.C.15.05
The Hook:
- Adapt the secondary plot to the current situation
- Make it intriguing but not demanding, players choose when to pursue it
- Connect it to something in the current adventure OR introduce a completely new thread
- This thread should be tracked as a world thread, see AX.C.15.05
Examples of Secondary Plot Hooks:
- Supplication (1-1): An NPC begs for help against a powerful persecutor
- Abduction (4-2): Learn someone important has been taken
- Mystery (5-2): Find a cryptic message or unsolvable puzzle
- Revolt (2-2): Hear rumors of conspiracy against a local authority
Step 8: Review and Refine (20 minutes)
Check Pacing:
- Does Stage 1 hook players quickly?
- Does Stage 2 provide contrast in challenge type?
- Will Stage 3 genuinely surprise the players?
- Is Stage 4 challenging but achievable?
- Does Stage 5 provide satisfaction AND anticipation?
Check Balance:
- Run numbers on Stage 4 combat (see Encounter Balance section below)
- Verify skill Thresholds are appropriate: Threshold 2 for standard tasks, Threshold 3–4 for hard ones
- Ensure the party has tools to succeed, but not guaranteed success
Check Plot Integration:
- Does each stage advance or reveal the primary plot?
- Are the actors present or referenced?
- Will players understand the plot's shape by Stage 4?
- Does the Stage 5 hook feel distinct from the primary plot?
Prepare Materials:
- Write stat blocks for all enemies, see AX.C.14.03
- Note key NPC dialogue and information
- List rewards specifically
- Create or find a battlemap for Stage 4
- Write stage transitions: what do players see and hear as each stage begins?