Rules Index | GM Screen | Player's Guide


Chapter 1: Running the Game / Preparing Adventures

Your Own Adventures

Source GM Core pg. 9
Building your own adventure can be much more challenging than using a published one, but it lets you express yourself, be even more creative, and tailor the game directly to the players and their characters. Chapter 2 contains guidance on building your own adventures, as well as tools and resources for designing content for your players.

Adventure plotting can start at many different points. You might begin with a particular antagonist, then construct an adventure that fits that villain's theme and leads the group to them. Alternatively, you could start with an interesting location for exploration, then populate it with adversaries and challenges appropriate to the setting.