I've been thinking about how you could design adventures for Jeremy's excellent Doctor Who-ish hack, Companions. If you don't know it, the game is set after the death of the Doctor, where the TARDIS has gathered some of his old companions together to finish the Doctor's work.
Here's
a previous thread about the game, and
some actual play. The rules are here:
CompanionsThis thread is to draw together some of the ideas that I've already seen Jeremy write about, add some ideas of my own, and create a space to chat with Jeremy about his process and for all of us to be able to throw some other ideas into the mix.
My thoughts on adventure design are sketchy at the moment, and they're based on trying to reverse engineer some of the adventures I've seen Jeremy design.
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Both adventures seem to have the following front: "An old adversary of the Doctor's (in a new guise) creates a crisis"
In addition, I think there are two other fronts that can be applied:
- The Legacy of the Doctor (how the changes the Doctor wrought on a planet or species have worked out)
- The TARDIS' Plan (the ongoing mystery of why the TARDIS has gathered the Companions and what it wants them to achieve).
When I put all of that together, two things spring to mind:
1.
Graham Walmsley's advice in Stealing Cthulhu seems to completely apply to writing a Companions adventure. In short: take an existing Whovian monster and put them in a new location or into the plot of an existing episode. Take an existing plot and change its location or the point you start at (make it earlier or later). Steal setpieces from existing episodes. Take the backstory from an episode and make that the adventure the Companions fall into the middle of. There's lots more in Stealing Cthulhu (which is excellent), but I wouldn't want to write too much more about it at the moment.
2.
In an earlier thread, I suggested make rules for what the TARDIS' plan is. I'm seeing that as being like the arc in Monster of the Week and that it emerges over time / as you play, and can then be fed back in to the adventures you design.
Jeremy, you've also mentioned using Fundamental Scarcities to design fronts in your adventures. Here are some of the ones I suggested from a previous thread:
- Despair
- Hope
- Sanity
- Free will
- Safety
- Caution / Common-sense
- Co-existence / Tolerance