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FRONT COVER: Campaign Logo, Adventure Title, Writer/Artists
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INSIDE COVER: Credits. Adventure Title.
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Dramatic Opening Text [1-2 paragraphs]
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STORY BACKGROUND [2-4 paragraphs]
- The real story, any detail notes
- A note on what the PCs might be able to know/learn from Background Knowledge Checks (Difficulty Check values)
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ENCOUNTER: a sort of table of contents of a quick List & Notes on what events/encounters are to come. [bullet list]
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GETTING THE CHARACTERS INVOLVED: The hooks described here give characters means and reasons to get involved. It is suggested to give 3-5 hook ideas. [1-2 paragraphs each]
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ENCOUNTER 1:
- Preparing for the Adventure [1-3 paragraphs]
- Encounter Levels (note for Hero Points to be given)
- short Enemy or Adversary List
- SETUP [2-3 paragraphs]
- Read or paraphrase the following ("box text" to read players. [2-5 paragraphs]
- Specific Skill Checks that might be relevant, including powers the Narrator should consider for the adventure.
- TACTICS: of the event or adversaries. [1-2 paragraphs each]
- FEATURES OF THE AREA: things to smash people with or into, or take care of, etc... This includes bystanders! [simple list of features to use, may include details]
- Environment Factors & Situational Complications: Sights (Illumination), Scents/Tastes, Things Heard, General Feeling & Theme of the Set-Up (Precipitation, Wind). [simple list of conditions to use]
- VICTORY CONDITIONS: what alternate ideas can win the day? [1 paragraph each or a list of options]
- ADAPTING THE ENCOUNTER: Scaling the Encounter and Altering Opposition to fit other Campaign Levels. [1-2 paragraphs]
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EXTENDED CHECKS: Some encounters will be or involve Extended checks. This is a list of what to consider.
- Goals & Progress: When the Narrator calls for an extended check, the required difficulty is usually much higher than normal- 50, 100, or even higher. However, the Heroes get more than one roll to succeed. This end difficulty is called the “goal” of the check. Each time the Hero rolls, the result is added to all previous results. The running total of a Hero’s extended check is called “progress”.
- Time Frame: Extended Checks should have some sort of time pressure on them- either trying to achieve a certain result before someone else- or before a set time elapses. If there is no consequence for failure, you should not use extended check rules. Likewise, consequences for failure should not necessarily mean the game is over-
- Participation: Some extended checks would make sense to allow more than one Hero to participate, while others really cannot. When more than one person can participate in a task, the Narrator chooses one of the following options:
The better of all the rolls to be used for a single check.
All rolls are cumulative. (short time frame and/or high goal)
All rolls are independent. (all the Heroes are separately trying to accomplish the same task)
The most skilled character rolls, while others may aid as assistants.
- Complications: Complications can be thrown into an extended check to spice things up, with conditions and timeframe (page) noted. Complications come in two forms- planned and random.
Planned complications occur at set intervals.
Random complications are also technically planned, but they are keyed to random events rather than a set time interval.
- Description: Primary Skills (DCs), Secondary Skills (DCs)
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FOLLOW UPS & AFTER ENCOUNTER: Comments and notes on each of the following if applicable.
- Chasing the Crooks
- Helping the Innocent
- Questioning the Bystanders
- Searching for clues (includes powers "kicking in" to give clues)
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MEANWHILE... Consider including cut-away scenes to events going on elsewhere (even with the villains!), Flashbacks/Forwards, or parallel stories or events happening. Usually written for the Narrator to read in "box text" format. [2-3 paragraphs]
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TROUBLE-SHOOTING: consider what things might be problematic, powers or actions the PCs take, etc.. [2-3 paragraphs or a short list of bullet issues and answers]
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"TREASURE" PREPARATION: Supers RPG generally don't involve the classic treasure of other RPGs, but consider if the players succeed well - may they make important contacts, or receive benefits, etc... Can these be "awarded" as Advantages? Conversely if the heroes do poorly the opposite can occur as continued challenges. This would also include experience points if you're using that option. [2-3 paragraphs or a short list]
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SIDEBARS: consider adding in any partially connected thoughts. Such as:
<sidebars>
[2-3 paragraphs] on: Why isn't the big super team of the city doing more?
</sidebar>
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CONCLUDING THE ADVENTURE, WRAPPING UP FINAL THOUGHTS: Often you might include this section to suggest continuing the campaign. How the villains may escape or ideas for their future return. Ideas for things that may happen as a result of the adventure success or failures. [2-3 paragraphs]
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NPC STATS & NOTES: Usually a half or full page for major adversaries. Or 2-6 lesser stat blocks per page.
- The Supporting Cast
- The Rogues Gallery
- Event or Situation rules/stats
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RECOMMENDED READING & VIEWING: Need some help getting into this adventure's mindset? Then head down to your local comic shop or DVD library and enjoy. Although not anywhere near a complete list, these sources should give you a good idea of the sort of people and situations the heroes will be dealing with, and give your role-playing and Narrating a level of “authenticity”.
- - ABOUT THE AUTHOR: Sometimes adventures include a little about you. [2-5 paragraphs]
- BACK COVER: Campaign Logo, Adventure Title, Writer/Artists. This is also a great place to use your adventure summary, or write a new exciting summary that any player could read. Think of this as the pitch to the adventure. [2-3 paragraphs]