Adventure Design Guide: Bitter Rivals
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In a Bitter Rivals adventure¸ the player characters will be called upon to compete against an adversary that is their equal in nearly every way. The nature of the competition can be nearly anything¸ but is centered on the types of abilities and challenges that the PCs are meant to be the best at. During the course of the adventure¸ they will have to not only do their best¸ but find new ways to do better than their rival. By the end¸ they should not only win¸ but feel a new sense of empowerment.
This series was created specifically with tabletop role-playing games in mind. It's designed to work with any setting¸ genre¸ or rules system. All you need to do is apply the context provided by your player characters¸ the game world¸ and your own adventure ideas. Plug in appropriate encounters and challenges¸ create the villains¸ monsters¸ and non-player characters you'll need¸ and you're ready to play.
This book contains the following:-
Bitter Rivals: An overview of this type of adventure¸ what makes it fun¸ and ways it can be used again and again to create interesting and unique experiences for your players. Once you embrace these basic elements¸ the rest of the adventure flows from there.
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Act I - The Beginning: The elements needed at the start of your adventure¸ how to structure the opening act¸ and advice on establishing the adventure goal. It's where the player characters learn what's going on and agree to get involved.
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Act II - The Middle: Elements that define the center of the adventure¸ structuring the second act¸ and advice on pursuing the adventure goal. It's where the characters do most of their exploring¸ investigating¸ and other actions necessary to achieving the goal.
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Act III - The End: Creating the elements for the last segment of the adventure¸ providing structure for the finale¸ and advice on completing the adventure goal. It's where the player characters will confront the villain¸ achieve what they set out to do¸ and earn their rewards.
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Finishing Up: This section shows how to take what happened during the adventure-as-played and use it as a source for new plot hooks¸ character development¸ and ongoing worldbuilding. Add to your campaign's canon and leverage the momentum you've established.
