Shadow Dawn - Adventure Template
Tell it Like it Is
One of the most difficult tasks for a DM when running a campaign is structuring adventures in a way that is both engaging for the players without becoming a tedious management task. After all, the enjoyment the DM gets as a participant in the gaming session is as the director of collective imagination.
More importantly, adventures need enough structure to move the storyline forward but enough flexibility to account for unexpected player actions. Achieving this balance is difficult, but luckily both Torg and Earthdawn provide excellent examples of how to structure an adventure just right. A more rigid storytelling structure results in too much Deus Ex Machina common in a lot of D&D style games.
The following template can be used to modify existing ShadowRun adventures (which, despite their exceptional back story are incredibly difficult to run) or create new scenarios to introduce elements of the world storyline into regular game play.
Common Adventure Themes
To prevent adventures from devolving from one dungeon trawl to another, it is crucial to craft a theme around adventures. This relieves the tedium most campaigns become, by providing a variety of encounters for the players some of which (believe it or not) do not require the use of swords. I find that most games which over-rely on physical confrontation quickly become "Gear" games. The only motivation for players is to acquire the next "Biggest, Baddest, Can of Whoop Ass". While there is something gratifying in having a powerful item, it quickly upsets game balance.
This is the main short-coming of ShadowRun. While advances in technology and magic make the game interesting, the system suffers from it's inability to scale with experienced players.
Before designing an adventure, decide the core theme. This will provide the foundation of the adventure experience. Here are some common themes (other than the basic Hack-N-Slash theme):
Themes
- Mystery
I world without mystery quickly becomes predictable. Players crave discovery as part of the experience and making them work for it makes it all the more enjoyable. Metagaming is a part of a group dynamic that generally undermines mystery. The challenge is to engage the player regardless of this element by introducing the unpredictable to the campaign. Doing so provides opportunities for players to have a hand in determining the outcome of campaign wide events.
- Revenge
Revenge can only work within a campaign setting if the DM invests the time to develop credible nemesi (probably a non-existent plural for nemesis) to continually challenge players. This means that death should not be the only outcome when encountering game master generated opposition. Like unrequited love, the longer the act is delayed, the sweeter it is (or the greater the disappointment).
- Comedy
Like a good movie, the right mix of action, mystery, romance, and comedy contribute to the overall enjoyment experienced by players. Comedy provides colour and has multiplier effect on the other elements that make the game enjoyable for the players.
Don't overlook providing some character downtime as an opportunity to lighten the mood of the campaign. These moments allow players to become more vested in character by allowing them to pursue personal sub-themes. Sometimes, it is these sub-themes that become the motivating force for moving the plot forward.
Plots
Plots provide the primary motivation for the characters in terms of moving the story and action forward. Without motivation, campaigns quickly devolve into chaos. The GM's challenge is to allow characters to fulfill plots while allowing sub-plots to develop in parallel. These objectives should be achievable within 2-3 sessions. Larger story arcs should be broken up into chapters, each with its own plot. This prevents the primary motivation from becoming stale. Plots should have a definitive beginning and end. In the context of larger story arcs, each chapter should be able to stand on its own and allow the players to choose whether or not to continue the larger arc. There is nothing more frustrating from a players perspective then having to follow a story arc simply because the DM has an adventure for it. Using transitional elements to move the story forward allows the GM to introduce possible resolutions to a story without explicitly directing the players into a course of action. A campaign should be flexible enough to allow deviation while still accomplishing the necessary objectives.
Most plots are variations of the following types and usually vary only in scope within a campaign. These types should be fairly self explanatory.
- The Quest
- The Guantlet
- The Gathering
Building an Adventure
- Basic Outline
- Adventure Idea
- Background
- Act One - setup. Near the conclusion of the act, a plot point in presented.
- Act Two - contains a confrontation leading to the major conflict.
- Act Three - contains a confrontation leading to the major conflict.
- Conclusion - climax and resolution of the major conflict.
Beginnings - always try to start with some sort of action. This will set the tone of the adventure.
Scenes - discrete units of action within each act to move the action forward. Within each scene you need to decide what the action will be and what events you want to occur.
Settings - work along with tone and genre to place and adventure firmly in front of the players. Ideally, each Act should have its own unusual and distinct setting. One or two additional details will flesh out the scenario and make the setting real.
The Action - what the player characters will be doing. Each scene should only involve one primary action. If there is another action, it should be split into two scenes.
Events - an interactive situation which depends upon timing and setting. An incident of significance within a scene.
Variables - plans for alternate directions in the storyline.
Plot Twists - throw in a surprise or two. Keep some information secret until later.
Flags - conditional events that are activated by the player characters' action, not necessarily connected to a specific setting. Design flags that add new twists, new menaces, or new information to the adventure.
Bits - events not part of the central storyline. Used to insert running gags, comic relief, red herrings, to add spice to the story line.
Stacks - scenes that exist separate and apart from the individual acts designed to move the storyline forward.
Awards
Rewards should scale based on player experience. The challenge is to ensure that players feel like they are advancing without unbalancing the game. ED is great for this as power is acquired incrementally and requires a proportional investment of experience to gain the benefits of a new power or item. Power is rooted in knowledge not simple possession.
Cut To ... - The lead-in to the next act.
This is an opportunity for the DM to provide context for the Action and exercise his/her storytelling abilities. Introduction of new game themes or characters allows the story to flow into the general narrative.
Gamemaster Characters
These elements of GM characters give depth which allow players to treat them with more that disposable game elements. The more you allow players to interact with characters with these elements, the more they are likely to be recurring elements in your campaign. This is useful for being able to subtly direct action through interaction as imposing them situationally.
- Distinctive Appearance
- Distinctive Speech
- Definite Objective
- Skills
- Motivation
GM Character Roles
GMing is a balancing act that requires practice. It requires intuition of the players themselves in order to determine the right amount of these elements to introduce and when to introduce them. Ultimately, although your job is to play all the obstacles the players are likely to encounter, you must also give them the opportunity to succeed. The challenges should be difficult, but not impossible. This is what builds the feeling of being invested in the development of a player character. Death, while being a real possibility in the game, should be used sparingly. Players should feel their mortality, but should not always be put in mortal danger.
- Information Source
- Obstacle
- Major Villain
- Comic Relief
- Mood-Setting Device
As with all this material, please feel free to comment.


