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Building Adventures
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Building Adventures


A minimalist 96-page guide to creating memorable stories for any tabletop roleplaying system or setting.

Building Adventures is a system-agnostic book about respecting player creativity and agency while reducing the burden of gamemaster preparation. There is a way to create tabletop roleplaying scenarios that don’t require the gamemaster to be ready for every possibility, without restricting players to a limited number of choices and actions. The gamemaster begins by setting an adventure goal, then allowing players to make the their own decisions and pursue that goal in their own way.

Building Adventures is broken into eight sections:

  • Introduction: A brief overview of what this book is about, the concepts that will be discussed, and ways that you can put it to use in building adventures for your favorite tabletop roleplaying game.
  • Adventure Format: The standard “stat block” for the Building Series, this will help you to track elements regardless of the system you’re using. This chapter covers the five components: Name, Description, Purpose, Modifiers, and Story Points.
  • Preparation: This chapter covers key areas for developing the elements necessary to run an adventure. These include Adventure Description, Clarifying the Purpose, Determining Modifiers, and Blocking Out Story Points.
  • Act I: Beginnings: This chapter covers developing the first act of a tabletop roleplaying adventure. The emphasis is on Describing Act I, Establishing the Purpose, Introducing Modifiers, and Opening Story Points.
  • Act II: Middles: This chapter covers developing the second act of a tabletop roleplaying adventure. The emphasis is on Describing Act II, Exploring the Purpose, Leveraging Modifiers, and Expanding Story Points.
  • Act III: Endings: This chapter covers developing the third act of a tabletop roleplaying adventure. The emphasis is on Describing Act III, Fulfilling the Purpose, Mastering Modifiers, and Concluding Story Points.
  • Epilogue: This chapter covers what happens after an adventure is over. The emphasis is on Describing the Epilogue, Reviewing the Purpose, Resetting Modifiers, and Tying Up Loose Story Points.
  • Campaign Elements: An ongoing, interconnected series of adventures is called a campaign. This chapter covers five areas: Campaign Preparation, Phase I: Introductions, Phase II: Explorations, Phase III: Conclusions, and Campaign Epilogue.
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Discussions (2)
Customer avatar
M. B September 27, 2020 5:59 pm UTC
How is this fundamentally different from your various Adventure Design Guides? I noticed there's a fair amount of overlap/redundant material among even those guides (even internally). Based on the preview material, this also seems focused on the generic. Is there more material here than in those guides?
Customer avatar
Berin K October 06, 2020 2:11 pm UTC
It's a single 96-page guide, and it is not specifically focused on the fantasy genre.
Customer avatar
Thomas Kurt B August 07, 2020 2:08 pm UTC
Is there any chance of a POD version of this becoming avaiable?
Customer avatar
Berin K October 06, 2020 2:11 pm UTC
Yup, as soon as the pandemic and the USPS crisis stop slowing things down.
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File Last Updated:
June 21, 2020
This title was added to our catalog on June 21, 2020.