A Matter of Balance [Forge #13]

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With Expansion development in full swing, we thought this might be a good time to talk about what makes for a well-balanced quest, Encounter card, Ability, or Loot card. 

As with many things, it's often easier to convey what makes for an unbalanced or broken mechanic than for one that works well.  Here's a short list of what NOT to do:

  1. Make an item or custom Loot card that repeatedly does more damage than many ability cards.

  2. Make a Loot card that can be used to cancel all damage to an adventurer multiple times in a quest.

  3. Craft an Ability with too many conditions to use. Ex. play a Tier II loot and roll an 11+ to play. A good Ability will work 50% or more of the time.

  4. Require a lot of record keeping during the quest. Remember that taking notes can extend length of play, and that unless you have a ton of tablespace, large parties are working with limited real estate.

  5. Introduce a lot of extra rolls to combat. Making an Encounter card that requires all players to roll to avoid a surge effect, then placing 3 such enemies in one battle means that when every 3rd round hits, a party of 6 has a minimum of 24 rolls they'll be making. That's tedious, even if each person has their own die. Heaven forbid you're limited to using the 1 that came with the game!

  6. Create a Loot card that can be used each round (armor, a weapon), but that requires a roll to determine success (ex. roll 8 or above to cancel 2 damage). Your party members probably don't want to roll 3+ times a round. Remember that all other players are waiting while that guy with the armor and sword is rolling to determine success.

  7. Limit healing after combat too much. I (Greg) stand guilty of doing this on the first draft of the first quest I ever wrote. The Boss battle (Tier 5+) is probably going to deal 5-6 damage during the first 2 rounds. If the party isn't at full health, adventurers will be lost early on, and the Encounter is probably unbalanced.

 So what does a balanced Ability or Loot card look like?

  1. It keeps in mind existing cards and strives to match them in relative degree, though perhaps not effect. For example, some of the most powerful ability cards require a roll of 10 or higher to use. Their high power is balanced by the fact that they will fail 50% or more of the time. Remember that on a 20 sided dice, each point equates to a 5% probability. Some of the cards that do a lower amount of damage (2 points) have a high chance of hitting, with a target number of 6 or above (70% success rate).

  2. It strives to keep any one adventurer or ability type from becoming clearly more powerful than another.

  3. It keeps play speedy--this is why most Loot automatically succeeds, rather than requiring a roll for success like abilities.

  4. It enables party members to amplify each other's abilities or compensate for weaknesses.

We hope we've given you some things to consider in your card and quest creation. Happy Questing!

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Using the Vaults [The Forge #12 ]

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We're coming up on a year's worth of "Vault" and "Forge" entries. As you can see from last week's "Index to Forge and Vault", that's a lot of content. 

So how do you use it if you're going App free and using GM Mode?

How can you use it if you're an author? 

View on, dear quest creator or GM...

Let's say we print out our series of Vaults with the Bandit Encounter deck theme.  At the present moment, you'd probably want to do this by copying and pasting into Word, adjusting the margins to 0.5, and standardizing the font.  I was able to get 3 of the 4 Vaults on Bandits to fit on one standard sheet of paper this way. If we're seated with our friends and want to go in GM Mode (no app), we can choose prompts from these Vaults to craft a quick adventure.  If we're very adventurous and our GM is a pro, we can just roll a d20 and improvise. So we rolled on the Bandit Plot Vault (Honor Among Thieves) and got a 12.  "Drug War" it is!  We mark it with a clip and read the intro description...Only drawback of the clips is that they do slightly bend the paper (as you'll notice on the pics). 


Next we'll give some identity to the Boss behind the influx of addictive magical drugs.  We roll on the Bandits' Title Vault (Onerous Outlaws) and get an 8. The crime lord known only as "Sneakhand" is our foe,  and they will try and steal loot from our intrepid adventurers when first they meet. We mark him or her with a clip and move to the next Vault to select some custom Loot items and Locations for our quest... 


Most quests average 2-5 battles.  Our group prefers 3 (including the Boss battle), and it'd be nice to have some interesting new Loot after each of the battles leading up to the showdown with "Sneakhand". We roll two d20s and get a 9 and 20. The "Sneak Shoes" seem apropos to the Boss.  Perhaps they will let us make a "Stealth" check to get the drop on him at the outset of the final battle. The "Marbles" are a risky item to use, but "Sneakhand" clearly isn't paying his employees well enough for them to have any quality gear. Our final Bandit Vault will provide some locations for our adventurers.


We have three adventurers, so it seems appropriate to roll 3 d20s for our locations. This Vault was the only one that wouldn't fit on one page, and the last roll was a 20--the False Wall. Reinforcements will come to "Sneakhand" in the form of two extra Tier I Bandits during the final battle, but only our GM should know this.  Our other two rolls were a 5, the "Toll Bridge" and a 15, the "Forest Hideout". These give us some interesting roleplaying and combat scenarios.  

Do we pay the Bandits' toll at the bridge and follow them back to the Forest Hideout? Do we defy their extortion and do righteous battle? Do we attempt a skill check to sneak around the bridge? So many possibilities...

At the "Forest Hideout" we'll be faced with the choice to take the fight to the high ground or risk the lethal bows of the bandit archers. And then we'll have to face "Sneakhand" in his lair, with it's "False Wall" and reinforcements. 


And it's that quick and easy! If you were crafting in the Creator you could go the Vault pages and copy and paste the scripts, shortening your workload.

If there is interest out there in creating an easily printable and more GM friendly pdf of the Vaults and Forges, let us know in the comment section below.  We could throw something up on DriveThruRPG.   

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Advanced Card Creation [The Forge #11]

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This week we're going to expand upon "All in the Cards" [The Forge #10], wherein we took the Card Creator out for a spin. We're going to add two capabilities to our repertoire today:

1. Adding Art to the cards.

2. Using the "Encounter" tab to custom craft your own Adventurers.

Onward with the Art!  To add an image to a card, add an "Image" column to the Encounter table.  Then use the art files in the existing Expedition database to find the piece you want.  You'll want to put the name into the column space, deleting the PNG from the name of the art.  Observe in the pic below on the final line:


And here is how it looks when the hound_of_tindalos is entered in the image column for our custom "Dragoncursed" encounter card.  Note that if you have any text in the surge column, you'll have to change the formatting or omit it.  I left a standard surge entry in place to show you that without this change to surge, text will bleed over on top of the art. 


At the present moment, it is not possible to add your own art to the repository--you are limited to what we've provided.  This is due to copyright concerns, formatting issues, etc. 

Now on to Custom Adventurers!

The Adventurer tab in the spreadsheet for Cards does not allow addition of passive abilities or changing the health track.  To do that (as we did in the Level II Adventurer cards that appeared in the Expansion Survey), you can create the adventurer under the Encounter tab.  This will allow you to enter a passive weakness or strength, increase the health bar, and even put in a Surge (not recommended, but possible). 

Here's how it looks in the spreadsheet:


And now how they look in the Card Creator:


We hope this gives you ideas for extending your fun with the game and creating new content (both cards and quests)!

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Abominable [The Vault # 23]

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The Horrors wait. They ruled once. Whether they left or were driven away is unknown. What is certain is that they wish to return. Some say such a return is inevitable. Woe to all mankind if that is true...

This week we finish up our cycle dealing with the Horrors. Below, partake of 20 Titles to add flavor and terrible power to these new antagonists:

  1. _The Gibbering Dread_ (#Gib) It belches a cacophony of mad voices, which can be stemmed only by death. > :Music: and :Magic: abilities suffer a -2 to rolls while the gibbering thing lives.

  2. _The Grotesque_ (#Grot) Hideous to behold, this thing's insides are on the exterior. The smell matches the sight. > All abilities used against it except :Influence: and :music: suffer a -2 to :roll:.

  3. _Half-Dead_ (#HalfDead) After eons even death may die...this one is waking again to life. > Reduce Tier by 1 and hp by 3.

  4. _The Unhinged_ (#Unhinged) Some of the Horrors are cold and calculating, others quite mad. > Gains +1 damage to attacks. Every other round :roll:. On a 10 or above it attacks another encounter card in addition to the :adventurers:.

  5. _The Raving_ (#Raving) Compelling in its terror and power, for the line between madness and genius is a fine one. > :Influence: abilities suffer -2 to rolls while the raving one is alive.

  6. _Mindeater_ (#Mindeater) Bodies aren't the only things that can be devoured. > Every :adventurer: who rolls a 5, 10, or 15 on an ability suffers a loss of 1 Persona. The Mindeater gains 2 hp from each Persona devoured.

  7. _Contagion's Consort_ (#Contagion) It's mere glance inflicts weakness upon others. > The :adventurer: with the lowest roll each round suffers -1 to rolls and loses 1 hp.

  8. _Dream Dweller_ (#DDweller) Even if vanquished physically, it'll continue to haunt you. > Physical death doesn't destroy it, only banish it for a time.

  9. _The Chained Lord_ (#ChainedL) It has one foot in this world, but is still partially chained in another. > Each round :roll: once before resolving damage to adventurers. On a 5, 10, or 15, the :horror: can't deal damage to one adventurer.

  10. _Realm Reaver_ (#RReaver) Space warps about it. > When an adventurer :roll: a 5, 10, or 15, their ability affects another :adventurer: as well as the intended target.

  11. _The Servile_ (#Servile) Cowed in mind and spirit, it knows only to serve strength. > An :adventurer: with max Persona can intimidate it into service or flight on a :roll: of 10 or above.

  12. _Soul Stealer_ (#SStealer) It keeps what it kills. > Slain :adventurer:s become Tier 1 :horror:s the round after being reduced to 0 hp.

  13. _Many Mouthed_ (#MMouthed) So many fangs, so much hunger... > Any :adventurer: making a :melee: attack against the Many-Mouthed suffers 1 hp damage.

  14. _Gelatinous_ (#Gel) It would be easy to drown in its depths. > The :horror: has 2 fewer hp. Those attacking it with :melee: abilities or who take damage this round suffer an extra point of damage.

  15. _Nightmare_ (#Nightmare) It seems to take the form of what you fear most. > Any :adventurer: attacking the Nightmare this round suffers -3 to their rolls. On a 1, they also lose their next action (in addition to whatever normal ability failure occurs).

  16. _Terror Tyrant_ (#TTyrant) Fear is the foundation of all tyranny, and often its motivator, too. > The first round of combat, :adventurers: below base persona cannot use abilities.

  17. _The Inscrutable_ (#Inscrutable) How does one defeat a foe with unreadable features? > All :adventurers: suffer -1 to all rolls against it, both combat and skill checks.

  18. _The Compelling_ (#Compelling) It seems to know your every mood and intention and is unperturbed by all. > Its allies increase in Tier value by half while it lives (do not round up).

  19. _The Devourer_ (#Dev) Fear not the one who can devour only the flesh, but the one who can consume both mind and soul...> On a :roll: of 5, 10, or 15, on abilities, :adventurer:s lose 1 :loot: or 3 hp.

  20. _Fleshfuser_ (#FleshF) Slamming into one of you, the :horror: begins to meld with you. > The adventurer with the lowest ability :roll: is bound to the creature, taking half the damage dealt to it next round.

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* Confused by the formatting of the list? The _underscores_ (#hashtags) :icons: and > Special instruction scripts are provided for the ease of Quest Authors, who can copy and paste these directly into the Quest Creator to save time. 

All in the Cards...[The Forge #10]

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Hail Quest Crafters! We're tackling something completely different today--how to make your own cards in the Card Creator. It's fast, it's easy, and it lends endless variation to Expedition bounded only by your imagination. Let's get to it!

The first thing we'll do is go to the Card Creator from the webpage and also the Example Card Sheet in which we'll need to enter all our data.  As the Github guide states, copy that sheet into your Google Drive folder (File--> Make a copy).

Below we've chosen the "Loot" subsheet/tab at the bottom of the Google spreadsheet and created our custom Loot in each of the fields.

We do want to warn you that there are two scripting conventions you may have used in the Quest Creator that may cause you some problems if you use them in the Card Creator:

  1. In the Quest Creator we've used the :music: script to get a music icon to appear. Use of : in the Card Creator will cause the text afterword to be placed all in CAPS, it will NOT get us an icon. If we want the icon for music to appear in the Card Creator, we need to use a # prior to the type of icon we want. So #music gets us the desired icon in the Card Creator.

  2. If you leave an empty row between entries (ex. you delete everything in "joined chant" row in pic below), nothing beneath the empty row will appear in the Card Creator.

After we've made all our cards, we want to select the URL at the top of the page of the Google Sheet and copy it.


After we've made our Google sheet, we want to go to our browser window where we have the Card Creator opened. You'll notice at the top right-hand side of the sheet there is a drop-down menu. We want to select "Custom".  It will give us a box where we will paste the URL to our spreadsheet.  That is shown below:


Now that we've pasted our URL, we need to reload the page. If we want to narrow down our look at our created cards (say, to look only at the "Loot" sheets), we can select the card type from the drop-down menu at the top left, but we need to refresh the page from the reload button by the URL at the top left, NOT from the icon next to the ? icon on the right. 

And just like that, we have our new Loot items, the Scroll of Precision, Gauntlet of Change, and Quiver of Elemental Arrows, as you can see below...


Easy peasy, just as we promised.  It takes far less time and learning than creating a quest for the app (though we have shown a way you can quickly craft a quest in about 70 minutes, or come up with a mad-lib style plot for GM-mode [no app] in about 15 minutes). 

Now print those cards from the web with Ctrl+P or Command+P . If you're running Expedition as a GM instead of from a created quest in the app, this is a perfect way to add new enemies, abilities, and Loot.  Maybe now you'd consider crafting an adventure to share with the community!  Show off those shiny new cards!

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Have an idea for the next Quest Crafter or feedback on how we can make it more useful to you? Email us at Authors@Fabricate.io or leave a comment below.

Characterizations [The Forge #9]

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This week will see the beginning of a departure from our previous schedule, which saw one "Vault" and one "Forge" entry going up each week. We will be alternating posts for the foreseeable future in order to focus some attention on...other development (cue devious and maniacal laughter). 

Several members of the community have raised questions as to how one might best introduce and use non-player characters (NPCs) in their quests.  This week we will address both the mechanics of using them in combat and skill checks (and drop some scripts from the Quest Creator to help) and the aesthetics of making them memorable.

Precocious Personalities

Think about the characters you've come to love or hate in fiction works.  What made you engage with them emotionally? Did you see yourself in them?  Associate with their hopes, dreams, or fears?  Detest what they stood for? What gave them personality?

Did they intrigue you, hinting at hidden stories or depth beyond the surface appearance?  The famous psychologist Carl Jung made the case that there are basically only 16 personality types and human beings could reliably be sorted into one of those Archetypes.  The general validity of Jungian psychology can be seen in the fact that most schools and organizations use personality typing to this day, at some level.  

Expedition has already tried to integrate some personality in our "adventurer" and "persona" cards. When you find yourself playing someone else's quest or writing one, you can pull out those cards to give a little flava' to that generic storekeep, guard-captain, or bartender.  

In fact, you could endow quests with "mini-games" whenever you encounter vague NPCs. Get some player to give them a name and choose (or fabricate) a personality or backstory for them. You'll soon find your game world takes on textures you didn't envision before.  For example, you go to the Inn to obtain information, and draw the leftover "Idealist Monk" adventurer card as the personality of the barkeep. How has he come to be the purveyor of libations? Is he a teetotaler under magical compulsion or punishment? Is he a jovial "Friar Tuck" type who enjoys carousing with common folk? Is he trying to prevent his lazy parents from having their inn repossessed? 

The possibilities with one card become manifold.  

A Rose by Any Other Name...

...would still be a rose, Shakespeare claimed. The Essential nature of a thing remains the same, but the facade we see is often more interesting.  The "Titles" we've been creating in Vault entries piggyback on the insights of George R.R. Martin and the developers of the "Shadow of Mordor/War" games that a simple descriptive name (The Hound, The Mountain that Rides, Ratbag the Orc, or Mez-uz the Defiler) goes a long way toward making an otherwise forgettable encounter memorable. 

NAME YOUR CHARACTERS. And don't give them common names, unless your quest is a comedy (think of the Enchanter, "Tim" from Monty Python's "Search for the Holy Grail").  Give characters names that speak to their natures or histories in the world. Some authors have lamented that they struggle with this task. Borrow names. Borrow from books, from histories/historical periods, or from mythological pantheons.  When they encounter that "Loki" in the story, it isn't always a bad thing if the players are wondering, "Is this THE Loki?"

 If you must, give generic archetypes to each NPC: the trickster, the tyrant, the fair maiden, the fool, the wisdom figure, the angry but loyal brute, etc. Many allegories make use of symbolic archetypal names. 

 Mechanics, Combat, and Skill Checks

When it comes to having your characters influencing the world around them, you have several options. You could have them play a random ability from a deck that seems to fit them. Or you could write some custom combat or skill script, randomized to allow success or benefit at some times but to do nothing on another random roll.  Below we will see what that script looks like in the "Rage of Rodents" quest I'm experimenting with (currently unpublished).  The Archmage's golem has just pointed you to the sewers, insulting you ("Cretins!") if you failed the skill check to track your prey. A beast emerges before you can descend.  Below are four responses the golem may make while you fight it: 


The * {{ randomInt(0,2) == 1 }} on round  tells the app to randomly select a number between 0 and 2 each round beginning with the first. 

If that number is "1" the golem bludgeons the Soul Eater for damage before you resolve your attacks. If a "0" the golem does nothing (the Soul Eater cannot harm it as the golem has no soul).  The one weakness to this approach is that you can have the same response repeated many times. In one test of the script I had the golem declare, "Another specimen for the Master!" for three rounds while players battled the beast. It was only on the fourth round that the golem attacked and dealt damage. Slightly amusing, perhaps, or infuriating. 

You'll also notice that one of the options that can occur entails the golem holding the creature while you wail away on it ( > Gain a +3 to your next roll. )  

As long as you watch your indentation and formatting, emulating this simple script can give some "Ooomph" to your NPCs. 

We hope these suggestions enliven your quests and aid Quest writing!

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Lovecraftian Lyricism [The Forge #8]

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"The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown." --H.P. Lovecraft, "Supernatural Horror in Literature"

What are the elements of Horror or Mystery? How does one distill the essence of the genre and infuse it into a crafted Quest? This week we're not going to spend time with scripting in the Quest Crafter, but on the techniques that endow your story with the aesthetics of Horror.

Should you wish to see a detailed examination of all the elements, I strongly recommend reading the entire 30 page essay from one of the masters himself.  I hyperlinked Lovecraft's article above ("Supernatural Horror in Literature"). 

But if you want the footnoted version, I shall endeavor to abbreviate some of his insights below. Incidentally, focusing on many of these suggestions will improve non-horror stories as well. 

  1. Keep Secrets. Secrets create tension. Secrets beg to be discovered. They wait like a treasure chest, just asking to have their locks sprung. All quests should have a secret. The best have a secret with a twist (I prefer moral twists). For example, "commoners" have hired the adventurers to destroy a nest of zombies outside of town. What they haven't revealed is the zombies are actually protecting the townsfolk from them, for they are secretly bandits wishing to prey on the town.

  2. Use Suspense & Foreshadowing. Hint at the dark terrors that may await, but use a light touch. This is the most difficult thing to do in many stories, and spoiling things early on will certainly do much to ruin the mood. To do this well almost requires you to psych yourself out. Even better, hint at more, but don't reveal the totality of secret. Create fragments of history. Leave gaps in the puzzle for players to fill from their own imaginations. Consider leaving certain questions unanswered completely (at least in your first "episode"). Fortunately a Quest need not be linear...each and every possible outcome and terror can be a possible path and ending. For example, in my quest "Dark Gifts" (Worldbreaker #2) player choices determine who the real kingslayers are...the identity of the villains is not set in stone, but determined by player choices, and *SPOILERS* even allows for a party member to be the assassin. This leads to the next point.

  3. Create False Trails. Make false allies. Make false enemies. Twist things. You might even allow the adventurer(s) to choose to be the villain, but never force adventurers to be evil (remember, we have kids playing with their parents).

  4. Make the Adventurers' fears mirror those of Players. The best Horror connects us with the characters in the story either because we associate with the personalities of the protagonists or the fears addressed resonate with universal human fears. Visual horror can appeal to instinctual biological impulses (jump scares, creepy images or sounds). Written horror must appeal to psychological fears. Social Alienation. Damnation. Meaninglessness of personal actions or efforts (or existence itself--though a well grounded person will find such suggestions empty and uncompelling). Poverty. The best horror or suspense imparts us with a sense that our actions DO matter, but that we ever teeter on the brink of failure, and a poor choice will result in disaster.

  5. Set Atmosphere. Make Places into People. Look at how Stephen King perpetually personifies the inanimate in his works. The Dome is intelligent. Black House is capable of motion and intent. The Dark Tower looms throughout a series of novels like a monolithic foe. In the aforementioned and linked essay, Lovecraft wrote, "Atmosphere is the all-important thing, for the final criterion of authenticity is not the dovetailing of a plot but the creation of a given sensation." (Emphasis added.)

I would like to think my commissioned Horror quest, "Raventree Manor" does all of these at some level. I spent 40 hours listening to Lovecraft's stories in audiobook format to try and get it right. That leads to my last point:  Borrow brilliance from others. Learn from the masters. Get inspired. 

Wikipedia has a pretty good write-up of some scholarly analysis of Horror elements. We'll leave you with a quote from that entry with some good parting advice:  "Sometimes a story intends to shock and disgust, but the best horror intends to rattle our cages and shake us out of our complacency. It makes us think, forces us to confront ideas we might rather ignore, and challenges preconceptions of all kinds. Horror reminds us that the world is not always as safe as it seems, which exercises our mental muscles and reminds us to keep a little healthy caution close at hand." --Elizabeth Barrette's "Elements of Aversion"

Happy quest writing!

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Righteous Role Playing [The Forge #5]

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A recent community survey on the role playing elements of Expedition has shown that 62% of you would welcome more robust role playing as part of your Quests. This installment of The Forge hopes to give you ways to do that, whether you are an author writing a quest or a group of players playing a pre-written quest. Authors, you can use these to outline/plan quests. Players can use these on the fly. 

Four common things that provide grist for role playing are Backstory, Complications, Consequences, and detailing Description. 


Unrevealed backstory is often used to hint tantalizingly at greater revelations. When used appropriately (as a tease) it retains that element of mystery keeps us watching movies and reading books, for there is suspense not only in the unresolved future, but the tension of events already past. As you are playing a quest, adventurers can role play and help create the backstory. 

You may object, "What if we create a backstory that the quest later contradicts?"

It doesn't matter so much if during the unfolding of the quest we're told the backstory really isn't what we thought it was. After all, Luke Skywalker found out the narrative given him about Vader by Obi-Wan wasn't accurate. There are lies we sometimes tell ourselves, too. 

  1. Why is the villain doing what they're doing? (Stealing X, Attacking Y, etc.)

  2. Why are the adventurers getting involved?

  3. What does this quest mean to each adventurer as an individual?

Notice that #2 and #3 may seem the same, but they often are not. The adventurers may be getting involved to stop the Lich's undead army from conquering the realm, but for different reasons. One might fear for what will happen to his wife and children in the city under seige. Another may know the magecraft he practices will be outlawed should the Lich take power. The mobster in the group may only want the Lich kept at bay out of selfish financial interest (you can't sell drugs to the undead). 

Some other elements you can use to craft the backstory:

  1. What type of relationship do the adventurers have with the victims or characters in the story?

  2. What type of history/relationship do they have with the Antagonist (Enemy)?

  3. How does the Antagonist feel about the adventurers (if they know of they even exist)? Do they hold them in contempt? Secretly fear them? Have crossed paths (and swords/spells) with them in the past?

All of the above questions will probably be answered/role played in the opening phase of the quest. Here are some likely to come up in the middle and end phases of a quest:

  1. How do the characters in the story feel about the adventurers' actions. If we find out later the quest tells us those things, it's okay. Maybe our adventurers' initial impression was wrong.

  2. What do characters do about the adventurers actions.


Complications are the challenges or conflicts the heroes must overcome to succeed.  They may also be things that happen to the Antagonists or their minions that make things funny, more interesting, or easier for the adventurers.  

  1. What happens that makes the quest or part of it unexpectedly difficult? For the adventurers? For the Villains?

  2. During Combat? Outside of Combat?

Here are some examples of complications:

  • The henchmen of the Bandit Captain have fled with the contents of the Royal Treasury. Perhaps one of their wagons has broken down, allowing the adventurers to attempt a Sneak check to attack with surprise while they try to repair the broken axle. This is a complication for the villains a one or two person party can inject to make a quest easier.

  • As the battle against the Dark Wizard grows more desperate for the adventurers, they opt to introduce a complication against the Wizard...the battle is happening in the Wizard's chamber, with magical Loot all around. A Notice check allows them to grab some Loot to use in the final stages of the battle.


At the end of the adventure we're probably given a surface level explanation of what we've done (defeated the Lich, saved the realm, etc.), but what does it really mean? This is a great place for players to help craft the story and tack on a more personalized ending to the quest. 

  1. How do people feel about the outcome or adventurers?

  2. If they were victorious, there may be a very important but involved. Ex. We defeated the army of the Dark Wizard, but we did a lot of property damage that the citizens of the Kingdom aren't too happy about. We may have to lay low for awhile.

  3. What were the moral consequences of everyone's actions? Ex. Those guards we killed when we could have snuck by had families to feed. Maybe one of their relatives has sworn vengeance against us.


Quests provide the body of a story, but there is almost always room for you to dress that body in some interesting clothing. The locations and individuals may not always be described or named. The party can do this collectively. We recommend such role-playing have some limits, for the sake of not extending quest length too long:

  • One sentence is probably good.

  • Anything longer than a short paragraph may "break' something coming later in the story or take too much time.

Examples: We enter the Copse of Candlelight and are told "the profusion of fireflies makes it difficult strike a target or find one's way."

A player wishes to add some further ambiance...

"The fireflies are attracted to their reflection off the polished armor and steel of our armaments. They gather around us like iridescent halos and out spirits are lifted."

Maybe the party thinks the description is appropriate enough to warrant the player raising their Persona by 1 as a reward for the role playing.

We hope we've given you some ways to enhance and deepen your enjoyment, social interactions, and role playing!  Happy Questing!

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