Long Strange Trip: Adventure Design Guide
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In a Long Strange Trip adventure¸ the player characters will set out to see the world. They know that fortune and fame await them¸ but it won't be found at home. It's a type of adventure that's more a showcase for your worldbuilding than it is a vehicle for character development. That doesn't mean that the player characters can't learn and grow¸ but it's less about how they change than using the setting to showcase their thoughts¸ values¸ and personalities. The player characters are the eyes through which we see the world. They act as our interpreters and tour guides. To fill that role¸ they won't have huge epiphanies along the way¸ or experience some sort of life-changing revelation by the end.
During the course of the adventure¸ they will have to find their place in the world. Fortune doesn't just mean wealth; it also encompasses their purpose in life¸ how they fit into the cultural¸ political¸ and religious landscape¸ and the way they become comfortable with who they are. In a tabletop roleplaying game¸ this often equates to the player getting a handle on the character¸ grasping their personality¸ and working out the best way to play them. By the end¸ the player characters should be better off in terms of both wealth and knowledge of the setting¸ as well as understanding of their own fundamental nature. They will have gotten there by being true to themselves¸ and striving to be the best possible version of whatever that is.
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:-
Long Strange Trip: 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.
