
Once I got behind, I never really got back into the groove of the course. I'm not sure if I will be able to finish by the time that the course is taken down (September 1st), but they did give all of the writing materials, so I'll continue after that point. I'm thinking about signing up for the Fall course in any case; I think that having an adventure published alongside the others in the course might help my visibility. I also don't think that I made as generic an adventure as I could have, so working on a different adventure with that end goal in mind will be helpful.
Now, on to the lesson.
Crafting Tough Decisions
This is an area that I've not really paid attention to- I've just let them happen as the story dictated, and I think for that reason it's a skill that I've been hit or miss on.
To summarize- Meaningful choices are those that cause the players to think about the decision, but that all of the information is available for them to make an uncertain choice that will affect them later.
The examples given are:
- Mutually exclusive actions
- Risk versus reward
- Now versus later
- Resource trade
- Offense versus defense
- Dilemma
Having that list will help me in this adventure and in the future. As I've already decided that the adventure will be based around a group given a task to retrieve artifacts for a benefactor that goes the wrong way, it gives some initial thoughts on choices. As there is also a competing team that the group knows nothing about (and that don't know about them), it causes choices to be influenced by factors outside of their knowledge. Is this acceptable? It sounds good vocalized, but I also see problems, in that the other group is run by the GM.
I'll need to script their choices in order to make it programmed, and allow the GM to run the adventure rather than stressing over the choices that the other group makes.
The choices that I'm definitely looking to include are Now vs. Later, Risk vs. Reward, and Mutually exclusive actions. Others might come up as time goes on, which makes the next list given especially useful to keep in mind: Types of decisions to avoid.
There is also a list of decisions to avoid in your adventure:
- Meaningless decisions
- Obvious decisions
- Blind decisions
That seems to line up with what I'd thought about including the other group- would those decisions be considered blind decisions? Or would they be considered an obstacle to overcome?
Activity One
Flip through one of your favorite short RPG adventures and try to identify the tough decisions that adventure's author presents to the players.
Lately, I haven't been drawn towards adventures, but frameworks. Because of this, I don't really have any short adventures on hand. But, I do subscribe to several Patreons that I use to garner ideas- one of them being Dennis Detwiller, who creates Delta Green material. I'm going to utilize the short adventure (as shown by the 2-minute horror label that he applies to them), The Child.
Each 2 Minute Horror is a brief, one-off encounter, mystery, or complication to add depth and strangeness to your Delta Green game. They should be seamlessly integrated into existing operations as an aside, and — by themselves — constitute a short amount of gameplay. Still, clever Handlers might use them to point the Agents towards an entirely new investigation, to reinforce the themes of self-sacrifice and inevitable defeat in Delta Green or to simply show the Agents that they are not the only ones wrestling with the unnatural.
It is a one-on-one encounter, where somehow, the agent finds themselves in custody of a child for a period of time. The encounter specifies that the child appears about 7-years old, is of the same sex as the agent, and is in clothes that were given to them by the authority that brought them to the agent.
The first choice- how to handle the child in the initial hours of custody. The child is not unruly, but is unusual, as they want loud noises present, which can drive the Agent to decide not to be in the same room with them. They also do not want human contact.
The second choice- how to handle the child once they feel safe enough to start to explore the surroundings. They still don't want to be touched, and will not talk, but will listen. If the Agent handles it badly, then it might turn into a scene with the local authorities/hotel staff, as the child will scream loudly until hoarse.
After dealing with that choice, the Agent can then move on to establishing a rapport- how they do this is up to them, but several skills can help, including HUMINT, Persuade, and Psychology. As the Agent builds this rapport, they begin to find out several things that point to the fact that the 'child' is only physically a child. There is something else within it.
At that point, the final choice reveals itself- how to clean this up. Destroy it, demand Delta Green remove it, or the agents can let it go. Each decision has its own particular downsides.
How would I improve the decisions
Many of the decisions are blind decisions in my opinion, though they do seem realistic. There is no way to see that logically, the first decisions will lead to the second. That could be tied up a bit with the inclusion of notes as to the prior interactions with the child.
Activity Two
Using your adventure theme or mood board as a guide, come up with ideas for one tough decision of each type discussed in this lesson that you might include in your module.
Mutually exclusive actions
The players find out which artifact that the other group is going after. Do they attempt to (a) beat them to that artifact, or (b) move on to another, planning to take the other artifact from the other team later?
Risk versus reward
After the players know that there is another group involved, do they sail between locations safely and take longer to reach them, or direct the captain to take more risks to get them there faster?
Now versus later
Which artifacts will they go for now? The nearest ones, or the furthest ones? The players have found a magical item that will take them from one location to another quickly, though, after that point, they will either have to meet up with their crew again or go on without the resources that the ship provides. When will they use it?
Resource trade
The players come across a duo that has braved the tombs that the players are going through has a map that shows the way to the central chamber- their party died trying to get there, and they were the only survivors that they know about. One is sorely injured, and the other offers the map and their knowledge of the traps that they've encountered in exchange for the use of the players' ship to return to the mainland. They don't know for sure that the ship would make it back, and if it does, if the delay will slow them down in some way.
Offense versus defense
The players have an encounter with a group of pirates and defeat them. In return, the pirates can ferry the players through an area that is very dangerous for those not recognized as pirates, or harry the other group.
Dilemma
The other group has convinced a village that the players are a threat, and they are taken into custody when they arrive. The players can immediately try to escape, killing patsies in the process, or spend the time to unravel everything with the locals.