RPG Writer Workshop – Pep Talk
Give the Skeleton Jewelry
This was quite an interesting entry. How do you give enough details to run the adventure, but not so much detail as to make it (a) too much on the GM and (b) too railroad-like? You want to keep your adventure skeletonized enough while leaving them with the tools and hooks to make the adventure memorable not just to the player, but to the GM. I've struggled before with giving too much or too little detail, so this was of particular interest to me.
Try this exercise: write a paragraph about one key moment of your adventure that you love. Write for all 5 senses. Write about what it’d feel like to be in that space as a character. Write about the tension of what’s at stake. Write about how NPCs would react and feel in those moments. Write what the sky looks like overhead, and how the ground feels.
Now. Pull your favorite phrase out of that paragraph. Just one. That’s your jewelry for that scene. One sparkling element that sets the tone – something the DM will remember to mention and the players will never forget.
The Westreastan envoy was everything that they could have asked. Knowledgeable, personable, agreeable and the perfect diplomat. He deferred to their wishes as they chose the best route to secure the elements of the artifact that they'd been sent after. He never addressed the auxiliary troops, thus they never worried that the troops were anything but theirs. He was handsome, but not too handsome- a slight imperfection of the nose or something around the eyes marred his look. His dress was low-key, and he never complained about the rigors of the journey. It seemed that they should trust him. But, there was something about him- the feeling of decay clung to him and a musty aroma followed him as he moved about the ship. Not unpleasant, just... discomforting.
That seems usable. But looking back at the instructions, I don't think that I adequately described what they wanted. Space.
The ship was what they would refer to in the history books as a carrack. A medium-sized ship with 4 sails, sleek lines, and a chocolate brown wood. Stepping onto the deck, they could see that it was well made, and the wood was sturdy beneath their feet. The smells of the sea wafted on the wind, blending with the smells of the ship itself- brine had recently washed the decks, but there was the odor of a lived-in ship, not on its maiden voyage. The same could be said of the crew as they cast wary glances at their new passengers. The captain was on the quarterdeck looking down on the deck as the first mate moved among the crew, admonishing them to keep working. The sky was clear, which boded well for their journey, but there was a tension in the air that had nothing to do with the weather. A gentle rolling tide rocked the ship as it set on the waters next to the docks. The captain waved for them to join him as he descended to the main deck.
That whole bit looks good- so not sure what I'd cut. Perhaps the middle part about the smells- it looks forced. But it leads into the bit about the crew, and that part is at least important in establishing the environment. I'll have to think more on this one as I move on with the adventure.