nounnoun: fractal; plural noun: fractals
1.a curve or geometric figure, each part of which has the same statistical character as the whole. Fractals are useful in modeling structures (such as eroded coastlines or snowflakes) in which similar patterns recur at progressively smaller scales, and in describing partly random or chaotic phenomena such as crystal growth, fluid turbulence, and galaxy formation.
Campaigns, adventures and encounters all have the same recurring pattern.
- A hook
- A treasure map, a quest giver, a rumor, game master info dump (not recommended), a McGuffin, a NPC
- A worthy object or goal.
- Wealth, power, fame, revenge, survival, curiosity, heroism, duty, honor
- Obstacles to the goal.
- A natural barrier, a monster, lots of monsters, a villain, a cult, traps, constructed barriers
If you get stuck in some part of designing your campaign, adventure or encounter, ask:
What is my hook?
What is the PC’s goal?
What are the obstacles to the goal?
You can use this for any part of a campaign, adventure or encounter.
How do the PC’s get hooked up with the one armed man in the tavern?
What is the one armed man’s goal?
What are the obstacles to his goals?
These are only starters. These three questions lead to many other questions and those questions help you to flesh out your encounter, adventure, campaign.
If you create NPC’s with goals that conflict with the immediate goals of your characters, you have an encounter.
If you create NPC’s with goals that conflict with your PC’s short to medium term goals. You have an adventure.
If you create NPC’s with goals that conflict with your PC’s long term goals you have a campaign.
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