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The Escape Plan: Adventure Design Guide
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The Escape Plan: Adventure Design Guide

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In an Escape Plan adventure, the player characters will be captured and confined by the antagonist in some way. It should have literal elements, all though some of it could be cultural, political, or religious oppression. During the course of the adventure, they will have to avoid antagonist and make a plan to escape their captivity. By the end, they should be able to escape and finally be free.

This series was created specifically with tabletop role-playing games in mind. It’s designed to work with any setting, genre, or rules system. All you need to do is apply the context provided by your player characters, the game world, and your own adventure ideas. Plug in appropriate encounters and challenges, create the villains, monsters, and non-player characters you’ll need, and you’re ready to play.

This book contains the following:

  • The Escape Plan: An overview of this type of adventure, what makes it fun, and ways it can be used again and again to create interesting and unique experiences for your players. Once you embrace these basic elements, the rest of the adventure flows from there.

  • Act I – The Beginning: The elements needed at the start of your adventure, how to structure the opening act, and advice on establishing the adventure goal. It’s where the player characters learn what’s going on and agree to get involved.

  • Act II – The Middle: Elements that define the center of the adventure, structuring the second act, and advice on pursuing the adventure goal. It’s where the characters do most of their exploring, investigating, and other actions necessary to achieving the goal.

  • Act III – The End: Creating the elements for the last segment of the adventure, providing structure for the finale, and advice on completing the adventure goal. It’s where the player characters will confront the villain, achieve what they set out to do, and earn their rewards.

  • Finishing Up: This section shows how to take what happened during the adventure-as-played and use it as a source for new plot hooks, character development, and ongoing worldbuilding. Add to your campaign’s canon and leverage the momentum you’ve established.

 
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Product Information
Pages
35
Publisher Stock #
DLP425
File Size:
0.87 MB
Format
Original electronic
Scanned image
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Original electronic format
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File Last Updated:
November 10, 2019
This title was added to our catalog on November 07, 2019.