I’ve spent the last couple of weeks dividing my time between a couple of projects, including the research for Ghosts of Iron. While I hadn’t originally planned to pick it up just yet this included purchasing Savage Worlds: Adventure Edition and getting up to speed on the changes to the system. This was made possible thanks to an unexpected conflux of events – the book being released in a near final format and the unexpected surprise that I had made enough from sales of my Demon Hunters adventures to purchase the pdf outright. So to everybody that has made a purchase – thank you.
My second focus has been pouring over the One Sheet adventures released by Pinnacle. When writing my Adventure Starters I have found breaking the text down into sections from the start is invaluable. It provides a clear focus and when faced with a limited word count helps me to judge the respective weight to assign to each part of the adventure. So how do One Sheets break down?
First, the obvious – They’re limited to one double-sided sheet. On average that breaks down into ~1500 words of pure text, including heading the many one/two character words such as d6 that are used for character or monster attributes. In the grand scheme of things that is officially Not Much.
From there, adventures tend to break down as follows:
Introduction & background – A quarter to half page setup for the adventure that details what has already happened and why the PCs would become involved.
The plot – A brief walk-through of the plot covering half to three quarters of a page. Due to the inherent limitations of the format this is usually presented in a simplified linear fashion based on the assumed progression of the PCs. Those same limitations often prevent railroading as the job of providing depth and details is left to the GM.
The twist/set piece – More often than not this involves a climatic combat against the major antagonist followed by a brief conclusion. Typically half a page long. For Ghosts of Iron my intention is to slot this into the middle of the adventure, to provide a transition scene between locations and to showcase a mechanic that is often underused (in my opinion).
One major antagonist and an Extra – A half page, condensed entry detailing the major antagonist, their stats. If space allows for it this may also include the stats for an Extra, although many rely on references to associated setting books to save space. Unless the adventure is combat oriented this is usually a quarter to half page in length.
So now that I have an a breakdown of the format how do I proceed? My first step, unusually, is to just ignore all of the above. Instead I concentrate on fleshing out the adventure via bullet points and notes. For this I mostly rely upon a design notebook that I carry in my work bag and I just jot down any and all thoughts that come to mind, connecting and cross-connecting them as the adventure comes together. The process is as much a way to stimulate my mind as it is to produce any actual output.
From there is the first bash at writing, the stage I am currently at. Using my section breakdown as a guide I start to put the adventure together. At this point word count isn’t important. While writing my PhD thesis I learned the hard way that I tend to overthink my writing and try to edit as I go. It’s not a process that works, I go round in circles trying to perfect a single paragraph before I even know what the rest of the page will look like. Part of why I maintain this blog is to work on this, I try and keep my editing on posts here to a minimum. They may not be as polished as I’d like but it forces me to just write and get my thoughts down on paper.
So that’s where I am – Working on the first draft, mostly during my commute to and from work and then slowly pulling it all together.