Friday, November 28, 2025

Revelation Seeds

 Seeds for revelation scenes

Knowing a scene will provide a revelation already provides some direction for a scene.

It is often helpful however to have more specific seeds to work with.

Here are a few ideas that can be used to seed an Revelation scene. These are examples. For the best results, create a custom list (for the campaign as a whole, or even to suit the current situation within a scene)

There are 6 seed ideas, so you can either choose one that fits the situation or pick one randomly by rolling a. D6.

As always, if a seed doesn't fit them either ignore it (leaning on other seeds instead) or reroll it.

1) discover an advantage

The characters discover something that will help them.

It might be knowledge, leverage, equipment, weaponry, or anything else that makes narrative sense.

2) betrayal

The characters discover that somebody close to them had betrayed them. The betrayal might explain a challenge they have already faced, or it might be in the form of a challenge they are about to face.

3) clues

The characters discover a clue about what is going on. Provide the whole picture, but should be enough to drive the story forwards and give a peice of the puzzle.

Either getting the clues or making sense of them will probably require a challenge of some kind.

4) warnings

The characters are warned about upcoming threats or events.

Depending on the narrative situation and the needs of the story (and how much you know yourself about what to expect), this might be specific information or vague hints at dangers to come.

If you are unsure it is easy enough to roll up a random seed as a warning and then put it to one side to use as a seed in a future scene.

5) withdrawal

The opposition withdraw it retreat for some reason. This may be a complete retreat or simply a chance to reassess and gain some breathing room.

6) Unexpected meeting

The characters meet with an unexpected NPC.

It might be someone they used to know who turns out to be involved somehow

Or someone they know but didn't think was connected with the current events.

Or someone they thought was out of the picture comes back into it.

This meeting might be a social challenge. 

Example Grand Campaign Part 1

 An example

I am going to provide an example play through of how to set up and play a grand campaign using the modified 5 room dungeons described in my previous posts.

In order to keep the focus on the game structure I am not intending to go into much detail on the action within the scenes themselves here, just how they are set up to show how the structure can drive a story.

Eberron

I like Eberron as a campaign setting, and that is where my current ongoing solo game is set, so I am going to start there.

I am not sure where yet though.

Factions

In a previous post on setting up campaigns I mentioned that I usually like to start with factions. The way I detail factions these days has changed since I posted on them, but fur the sake of consistency I will use my published system here

I recently came across a blog that talked about setting up factions in groups of three: the good, the bad, and the ugly.

I like that idea, so I will try and do something similar.

I have access to some random eberron campaign generators, so I'm just going to roll this randomly and see what pops out.

The Good: warforged (Lord of Blades)

The good are the faction whos goals align most strongly with the PCs.

Goal: the lord of blades is simply trying to set up a warforged nation in the mournland (the dangerous post apocalyptic wasteland that is all that remains of a once proud country) where warforged can be free and forge their own destinies.

Resources: warforged specialists. Small but elite army. Bases in the mournland.

Weaknesses: they need to clear dangers from the mournland, gather and organise warforged under their banner, and forge alliances or truces with other factions.

Locations: strongholds and encampments within the mournlands

Instinct: having been forged in war, that is the warforged first tool. They have a lot of specialists and they both employ these to destroy their enemies and offer their services to build alliances.

Actions;

1) plan or conduct an attack on enemies of the warforged

2) seek and recruit warforged to their ranks

3) spread the reputation of the lord of blades

4) reach out to potential allies

The Bad: The chamber

The Bad are the campaigns antagonists. The big bands of the campaign. Here it is pesky dragons and their prophecies.

Goal: fulfilment of a prophecy, and that prophecy does not have room for a nation of independent warforged in the mournland.

Resources: Dragons. Agents. Cats paws. Complex plans benefiting from intimate knowledge of prophecies.

Weaknesses: there are competing prophecies and factions within the chamber. There are few dragons, and much of what they do is acted out through agents and cats paws who may b have different aims.

Locations: safehouses, hideouts, and secret organisations across eberron. The island of dragons (I don't recall it's name from the top of my head).

Instinct: remain hidden and act through proxies.

Actions:

1) recruit and send proxy agents to accomplish their aims

2) follow a prophecy

3) remove obstacles to a prophecy

The Ugly: Khyber cult

The Ugly is a faction that seem distasteful, but whom can tip the balance of power if common ground can be found with them.

A Khyber cult seem to fit this well.

Goal: to serve and release their masters from Khyber.

Resources: they have some powerful and dedicated members. They have access to places and powers that others shy away from.

Weaknesses: nobody wants them to accomplish their goals. They are not well organised outside of individual cults. Many of their members are not entirely lucid.

Locations: there are multiple cults spread across the mournland.

Instinct: serve their dark masters.

Actions:

1) raid, pillage, and destroy

2) kidnap for nefarious purposes

3) infiltrate and build a cult

Campaign setup so far

OK, so we know now that the characters will be helping the warforged establish a nation within the mournlands.

The big bad is the chamber, or at least a faction within the chamber, and they are intending to prevent the warforged from developing a nation within the mournlands.

The Mournlands are also ridden with cults of the dragon below, and the chamber are weaponising them against the warforged in the hopes of destabilising their efforts and scattering them. Maybe the characters will find a way to turn this weapon against its owners hand?

The Characters

3 characters seems to be my sweet point, so let's start by creating three characters.

At least one warforged makes sense. How about Nails the warforged fighter

Nails fought for breland in the last war, and has not yet found his place in peaceful society. As a result he roams endlessly, looking for causes to fight for.

I like the idea of a gnome wizard who is obsessed with studying the mournland. Let's call him Vorlin.

He studied magic at the university in Zilargo and became fascinated with living spells and the cataclysm that destroyed Cyre (the nation that became the mournland) and travelled to study both.

Finally, an artificer. Let's make them another warforged called Mek.

Mek was constructed as a field mechanic for warforged units and served briefly with Nails during the war. He studied magic and artifice, going from repairing equipment to enhancing and creating it.

The First Arc

So we have the scope of the grand campaign and the first story arc is going to introduce all that. Probably starting by introducing the kyber cults as antagonists - the chamber probably remain hidden for now.

Let's roll an introduction seed. I have gathered these for scenes rather than arcs, so they might need a little modification.

I get a 1 on a d6, which means they are being thrown straight into the deep end. This is going to be an arc where they are fighting for survival.

Rolling on the challenge list I get a 3, which means a fight. This arc is going to be about straight up battle with kyber cultists.

So we have warforged settlements (and probably others as well) in the mournlands being threatened by kyber cultists and the first arc of the campaign will simply be about dealing with the danger these cultists represent.

I could find seeds more seeds, but I think this is enough of an idea to get us started.

Fighting cultists

The first session: introducing Nails

We need to go through the same process again to find out what the focus of the first session will be.

I generally like to run an introductory session for each character before bringing them together into the first story arc, so let's start with Nails.

A 6 on the hooks list gives something strange. Things have been upended already, and this session is going to be about figuring it all out.

Ok, first let's brainstorm a few ideas:

1) they have been captured by a cult

2) their minds are not entirely their own

3) a cult has unleashed some power that is affecting the local area in a strange way

Rolling a d3 gives us: 3. Strange powers of some sort are affecting the local area and they need to sort it out.

Let's brainstorm again:

1) magic is going awry

2) people are acting strangely

3) local animals are going crazy

4) the local terrain is doing strange things

Rolling a D4 we get... 2. People are acting strangely.

We could plan that out in more detail now, or we could find out as we play. I'm going to go with the second option.

Our story seeds so far for the first session then are:

Fighting cultists

People acting strangely

Nails is roaming and looking for causes to fight for, so I can see him getting involved with something like this and trying to help out.

The first scene

The first scene hooks us into the first session.

We already have two seeds

Fighting cultists

People acting strangely

We need a hook seed as well. This time I roll a 2 for a revelation.

On the revelation list I roll a 3.

This scene is about nails discovering a clue of some sort telling him what is going on.

In other words he is going to discover that people are acting strangely.

This could be a purely narrative scene where Nails discovers that people are acting strangely, or it could be a challenge of some kind.

I like the idea of Nails coming across a village in the mournland where people are acting strangely, but this scene should also introduce Nails and who he is so I think a minor combat of some sort where he can beat up some mooks seems to fit as well. Especially as it draws in the fighting cultists seed from the story arc.

Let's merge the two.

Nails reaches a village in the mournland where he is attacked by a group of seemingly insane villagers

Next we need to test this scene premise with our GME. I am using mythic.

Altered scene

Ah. Something is altered. I'm going to use mythic again to test the components of the premise:

Is he in a village? (50/50) No

Is he in the mournland? (50/50) Exceptional yes

Is he attacked? (50/50)Yes

Are his attackers seemingly insane? (50/50) No

Are his attackers humanoid? (50/50) Yes

Ok, so he is deep in the mournland but rather than in a village he is attacked on the road. Perhaps by hunters or wardens.

This is a mook fight to highlight his capabilities, so it shouldn't be too tough but the important thing is that the hunters will let drop information that something is affecting people in the area.

Let's say they seem happy and relax slightly all of a sudden, dropping comments like "thank God, he's not infected".

Arc 1, session 1, scene 2

Having been attacked, Nails heads towards the closest village to see what all this talk of being "infected" is about.

Let's see if we start with a challenge or revelation? I roll a 6, so revelation it is.

Next I roll on the revelation scene list and get a 5. Withdrawal.

So the scene seeds are:

Fighting cultists

People acting strangely

Investigating what the "infected" are

Withdrawal

It looks like whoever the infected are, they have either been driven from the village or have fled.

Nails investigates the village and finds that the infected have fled

Mythic: expected scene

Either way Nails will discover that there were infected in the village, but that they have fled.

With social investigation rolls and a little investigation he discovers that the "infected were villagers that suddenly started acting odd and then became violent. Hunters have been patrolling the wilds nearby to try and capture any they can in the hope of finding a cure (or failing that, to put them down in the hope of avoiding the infection spreading).

Arc 1, session 1, scene 3

The last scene was a revelation, so this one is a challenge.

Nails offers to help hunt down infected villagers.

A roll on the challenge list gives us 1: battle.

The first true battle of the campaign.

Our seeds are

Fighting cultists

People acting strangely

Hunting the infected

Battle

The simplest interpretation is that he tracks down a group of infected (possibly alongside some other hunters) and they have a fight on their hands.

To complicate matters, while the infected are fighting with a deranged frenzy and trying to kill them, Nails and the hunters are trying to capture them alive if at all possible.

Eventually they succeed in capturing a few and tie them up ready to return to the village. Unfortunately some are killed in the fight.

Arc 1, session 1, scene 4

I am playing a variable length session, so I roll 1d8 and get a 6. We have not reached the climax yet.

Nails is helping the hunters return their captives to the village.

Last scene was a challenge, so this is a revelation. Rolling on the list we get 6: an unexpected meeting.

Giving the seeds

Fighting cultists

People acting strangely

Escort the captives

Unexpected meeting

Sounds like he might recognise one of the captives

One of the captives served with Nails in the Brelish army during the last war

Let's test that with mythic: expected scene

This scene mostly plays out narratively. Nails can't get much sense out of his old comrade (let's call them Bucket) but now has a much more personal stake in this session.

There are... Patterns... In the things Bucket says however. Themes and motifs of blood and darkness. (This provides a lead that the dragon below might be involved, and stems from the fighting cultists seed)

Arc 1, session 1, scene 5

A challenge next.

Nails wants to find a cure for bucket

But he doesn't know where to start.

Let's roll on the challenge list. I get a 3 - another battle.

Our seeds are

Fighting cultists

People acting strangely

Find a cure

Battle

I'm not sure it is the right time for a literal battle here, however maybe there is another outbreak or the captives break free.

I like the idea of this scene being more figurative. If the infection is going to be cured it will require the work of a talented artificer and the closest is a days hike away through dangerous terrain.

Rather than a battle...

Nails must travel trough dangerous terrain to find an artificer capable of healing the infection

Again we test the premise with mythic: altered scene

Oh, so what is altered?

Q: does he have to travel trough dangerous terrain? (50/50) Yes

Q: must he find an artificer? (50/50): No.

Interesting. Not an artificer then.

How about instead, the locals recognise some details amongst the captives ramblings. They are describing a series of caverns that are difficult to reach but within a day or so journey. (Making use of the details the previous scene set up)

Nails sets out and forges a path to the cavern. It is difficult, but he makes it though.

Arc 1, session 1, scene 6

It is time to check for the climax again. This time we reach it on a 5+. I rolled a 6, so climax it is.

I roll a 2, making it a climactic battle.

A roll on the challenge list gives me a 5, so this is going to end in a chase rather than a fight. It needs to be an exciting climax though: let's make it a running battle through the caverns.

Fighting cultists

People acting strangely

Find a cure

Climactic chase

Nails chases cultists through the caverns in a running battle

Let's test that premise with mythic: interrupt scene

- move towards a thread (uncover the chamber)

- flee/poverty

Hmmm. I liked the idea of the running battle. It sounds like something else is going on here though.

Nails is forced to flee with nothing but information.

He gets into the caverns and uncovers evidence of Daelkyr magic, alongside scrawled prophecies of some kind. He can't make sense of it but grabs what evidence he can.

Then cultists show up. In force. Nails fights his way back out of the caverns and crossed the wasteland once more to bring news of his discovery to the village.

Arc 1, session 1, scene 6

Q; is there a twist? (Unlikely): yes

Right, so we have a second climactic scene. I roll a 2, so it is another challenge. Next I roll a 6 on the challenge list, so the challenge is the environment.

This makes sense I suppose, it was a challenge on the way out and it seems it will be just as deadly on the way back. Especially with the added problem of avoiding persist.

Eventually Nails makes it back in one piece. He looks for experts that can help interpret his findings, but there simply isn't anyone in the village who can help him.

There are a number of threads left as seeds for future adventures:

He needs to find a cure for the infected

He needs to find what is wrong with the infected

He needs to interpret the prophecy he found

He needs allies to help deal with the cultists in the caverns

He needs to interpret the cultist markings he found and discover exactly what he is dealing with

Closing the session provides an excellent jumping off point.

If I didn't want to explore any of those threads further I could just let him find experts and discover the cure.

I have had the opportunity now to get to know Nails a bit better, which will help when he joins a larger group.

if I decide the character isn't really working at this point it is easy to set them aside and just create another to fill the space.

If I decide I don't want to continue the campaign as a whole I can just wrap it up and move on.

As things stand however, I will leave the threads open as potential seeds for future adventures and keep going.

Nails is going to have a break however, because it is time to get to know about character.

The second session - introducing Mek

We know a lot more starting this session than we did starting the first.

Denizens of the mournlands, including warforged, are being infected with something that is turning them into raving psychotics, and this is somehow linked to kyber cults and a prophecy of some kind.

Mek doesn't know about any of this yet however, so let's start his story.

Arc 1, session 2, scene 1

First we roll on the list of hook seeds, getting a 3. Signs of trouble are brewing on the horizon and Mek is becoming aware of them.

Let's roll on the revelation list as well: another 3 means clues.

Fighting cultists

People infected by cult influences

Signs of something bad on its way

Much like with Nails introduction, this is about introducing Mek as much as it is about introducing the adventure so it makes sense if Meks skills are showcased.

So this is about artifacts.

What if magic is functioning strangely, and as a result artifacts are doing strange things

In fact we could tie this in with the spreading madness. It isn't noticeable to most people, but to those attuned to their energies artifacts seem to have started whispering.

Mek discovers that artifacts are whispering unintelligibly

Let's test that premise with mythic: expected scene

Mek is working with a small band of warforged soldiers in the mournland, maintaining their equipment and providing mechanical support.

It happens slowly, but he notices the equipment whispering. It is strange. Probably caused by some kind of magical interference. He is picking up some kind of interference and some whispers from the circuitry of his warforged charges as well, along with the occasional flash of disturbing energy disrupting their personality engrams.

He is unclear what, but clearly something is going wrong ..

Arc 1, session 2, scene 2

Mek is studying the strange magical interference, conducting experiments, and trying to figure out where the feild originates.

Our first job is to determine whether a challenge or revelation comes first and I roll a 6, making this a revelation scene.

A further roll of a 4 means he receives warnings about future challenges.

Fighting cultists

People infected by cult influences

Signs of something bad on its way

Conducting research

Dire warnings

It sounds like his experiments are going to highlight the dangers he is already concerned about and perhaps shed more light on them.

Mek conducts experiments with whispering artifacts

Let's test that hypothesis: altered scene

Great.

Q: is Mek in the mournland? (Likely) Yes

Q: is Mek experimenting with the artifacts? (50/50) Yes.

Q: do these experiments provide the warnings? (50/50) Yes.

Ok, so nothing changes with any of that setup. How is the scene altered then?

Something added?

The warnings come from the artifacts themselves. Under his tests they whisper dark portents.

He conducts the tests anyway, pushes through the disturbing warnings, and puts things together as best he can.

Even more disturbing, the whispers aren't just coming from the artifacts - he realises that using his instruments he can pick up whispers from the magical circuits of the warforged around him.

This is getting more and more troubling.

Arc 1, session 2, scene 3

The last scene was a revelation so next week have a challenge - enough plot, let's get some adrenaline flowing.

I roll a 6 meaning that this is an environmental challenge...

Fighting cultists

People infected by cult influences

Signs of something bad on its way

Dire warnings

Environmental challenge

How about

The village is shaken by an earth quake

Let's test it with mythic: expected scene

Putting the warnings together with the data from his instruments, Mek realises that a surge of power is building somewhere beneath them.

Before he can do more than warn a handful of people, the village is shaken by an earthquake.

Buildings are devastated. People are missing.

Mek does what he can to help.

Arc 1, session 2, scene 4

First we check for the climax, rolling 8! We have hit the climax already.

Fur the type of climax I get 1, then I roll a challenge and get a 5. A chase of some sort.

Fighting cultists

People infected by cult influences

Signs of something bad on its way

Dire warnings

Epic chase

The earthquake, or the energies unleashed during it, have interacted with Meks artifacts causing something BAD.

1) mass infection

2) an explosion

3) a portal of monsters

I roll a 2.

The artifacts explode, destroying the village and forcing the inhabitants to flee

Testing that with mythic: altered scene

Q: do the artifacts explode? Yes

Q: is the village destroyed? No

Q: do the inhabitants flee? No

The explosion doesn't destroy the village. It changes it. Along with any villagers unfortunate enough to be caught by the twisting energies unleashed.

Mek is forced to run for his life, barely avoiding the same fate as his neighbours.

Arc 1, session 2, scene 5

Resolution.

Q: Is there a twist? (50/50) Yes.

I roll a 6 meaning there is a final revelation, followed by a 3. More clues.

Mek is able to use his instruments to track the source of the energy eruption and sets out to see if this calamity can be fixed.

We have now reached the end of the second session and have gotten to know two of our heroes as they struggle with the challenges of the mournland.

One more character to introduce and then we can find out how it all ties together.

The third session: introducing Vorlin

Let's start by rolling for the hook. I get a revelation.

It is probably fitting for a wizard to be drawn into events by a discovery. I roll to find out what and get a 5. Withdrawal.

Interesting. We haven't encountered any foes for Vorlin yet, but we do have an idea that the story arc will be about kyber cultists.

Let's say

Vorlin is following the magical trail left by a sorcerous kyber cult as they retreated into the mournland

Testing it with mythic we get: expected scene

Vorlin tracks the trail left by the cult, following them from place to place.

An artifact here. The remains of a ritual circle there. Enscribed sygils. The aftermath of their sorcerous workings.

It is all very fascinating, and steadily the traces of magic left on their workings become stronger.

He is getting closer to the cult itself.

Arc 1, session 3, scene 2

First I roll a 3 to see if we start with a challenge or a revelation and get a challenge.

Then I roll a 5 for the challenge seed and get a chase

So our seeds are

Fighting cultists

People infected by cult influences

Following the cultists trail

chase

I suppose the most obvious solution is that he catches the trail of one or more cultists, who try to run...

Let's test that with mythic: expected scene

I think the most interesting way to pay this out is a chase via investigation rather than a flat out race.

The cultists have realised that somebody is coming after them, and are trying to cover their tracks and deploy counter magics to throw Vorlin off their trail, while Vorlin is investigating and casting spells to trace them. Mostly because their weird magics are interesting and the chase is fun.

Eventually he tracks them down.

Arc 1, session 3, scene 3

That was a challenge so next we have a revelation. What does he find when he tracks them down?

I roll a 1 and he discovers an advantage.

I could use oracles to determine the nature of the advantage, but right now I am going to go ahead and assume that he catches up with them in a situation that puts him at an advantage over them.

I'm going to brainstorm a list to pick from:

1) he has them trapped

2) they are low on resources

3) they are under attack by others

I roll a 1, so it seems that Vorlin has cornered them and their backs are against the wall with no way out but through him.

That could turn out to be a double edged sword.

Let's test it with mythic: expected scene

This mostly plays out narratively, but I require a few checks for Vorlin to successfully take advantage of the situation.

Then we roll an 8 to see if we arrive at the climax and it seems we do.

That fits the narrative well.

Arc 1, session 3, scene 4

The stage is set for a conflict so I'm not even going to roll. Testing the scene with mythic will give enough chance for a twist to our expectations.

Fighting cultists

People infected by cult influences

Vorlin has the cultists trapped

Battle

The cultists fight a desperate last stand against Vorlin

Testing that with mythic; expected scene

It is an epic battle. The cultists fight desperately but Vorlin cuts them down with magic.

Arc 1, session 3, scene 5

We come to the resolution.

Q: is there a twist? (50/50) Exceptional yes

Ok, sounds big.

I roll 1 for a challenge, then 5 for a battle.

The last cultist falls, and for a moment it looks like it is all over but then a swirling caleidiscopic wind sweeps over the corpses draining something from them and coalescing into something big and dangerous.

The cultists last spell, possibly triggered by their demise or possibly just set in motion too late to protect them, is a demon summoning.

Vorlin has his work cut out fighting the beast, but in the end he prevails.

I need to bring everyone together, so amongst their belongings he will find a clue pointing him towards the others.

Maybe this group were a decoy, and the real threat have pushed on to cause the problems that Nail and Mek have been dealing with.

Now that we have been introduced to them all, they can meet up next session and take the fight to the cultists.

Climax and Resolution Seeds

 Seeds for Climax Scenes

Knowing a scene will provide a revelation already provides some direction for a scene.

It is often helpful however to have more specific seeds to work with.

Here are a few ideas that can be used to seed an Revelation scene. These are examples. For the best results, create a custom list (for the campaign as a whole, or even to suit the current situation within a scene)

There are 6 seed ideas, so you can either choose one that fits the situation or pick one randomly by rolling a. D6.

As always, if a seed doesn't fit them either ignore it (leaning on other seeds instead) or reroll it.

1-3) epic challenge.

Create a challenge scene with appropriately epic stakes. The outcome should lead to resolution of the session.

4-6) epic revelation

Create a revelation scene. This should probably include some kind of challenge, and the outcome should lead to resolution of the session.

Seeds for Resolution scenes

This should follow naturally from the climax, using the result of that scene as a seed. The sole purpose of the resolution should be to tie things up and prepare the ground for future story seeds.

HOWEVER you should check using your GME to see if there is instead a surprise twist.

If a twist happens, generate a second climax scene - things are not as finished as they seemed. If necessary you can follow this with another resolution scene, or you can simply wrap things up in a single scene. 

Challenge Seeds

 Seeds for challenge scenes

Knowing a scene will provide a challenge already provides some direction for a scene.

It is often helpful however to have more specific seeds to work with.

Here are a few ideas that can be used to seed an Introductory scene. These are examples. For the best results, create a custom list (for the campaign as a whole, or even to suit the current situation within a scene)

There are 6 seed ideas, so you can either choose one that fits the situation or pick one randomly by rolling a. D6.

As always, if a seed doesn't fit them either ignore it (leaning on other seeds instead) or reroll it.

1-3) FIGHT

This is a combat. Use your game system to stat up the opposition and roll initiative.

Note however that combat does not necessarily need to be physical - any kind of direct and deadly confrontation that fits the narrative counts.

4) Ambush

A fight with a twist. Depending on the narrative surrounding the scene the characters might be the ambushers.

More likely they are being ambushed.

5) Chase

Depending on context, the characters might be chasing or being chased.

6) Environment

The environment itself is providing the challenge. It may need to be bypassed or overcome, or it may need to be escaped. 

Introduction Seeds

 .Seeds for introduction scenes

A scene being an introduction to a session already provides a kind of seed in that we know it will contain a hook to pull us into the adventure and get things started.

It is often helpful however to have more specific seeds to work with.

Here are a few ideas that can be used to seed an Introductory scene. These are examples. For the best results, create a custom list (for the campaign as a whole, or even to suit the current situation within a scene)

There are 6 seed ideas, so you can either choose one that fits the situation or pick one randomly by rolling a. D6.

As always, if a seed doesn't fit them either ignore it (leaning on other seeds instead) or reroll it.

1) Challenge

The session kicks off "in media res" with the characters immediately confronted by a dangerous challenge. See challenge seeds for more ideas.

2) revelation

The session kicks off with a revelation scene, introducing unexpected information that will draw the characters into the adventure.

3) dark portents

This is a variation of the revelation scene where the characters come across hints of trouble yet to come.

Dark storm clouds are gathering on the horizon. Factions are mobilising. Something is about to happen, and it is difficult to figure out what, but it certainly can't be ignored.

4) crisis

The signs have either been ignored or they have been missed (if there were signs in the first place). The situation has just exploded and it is up to the characters to manage the fall out.

5) Disaster

The crisis is not happening, it has happened.

Perhaps somebody has been killed. Perhaps a disaster of some kind has occured.

Either way, it is too late to stop - it has already happened but either it will throw up questions that need answering or a challenge that needs responding to.

6) something strange

Something weird has happened that changes the assumptions of the situation.

Maybe the characters are held in captivity, or their mind has been messed with, or things are not what they seemed.

The specifics will vary depending on the campaign in question, but either way figuring out what has happened and how to get things back to normal are probably the most pressing goals.

5 session stories

 5 session story arcs

In the same way that a modified 5 room dungeon can be used as a structure for a session, it can be used as the structure for a story arc.

This can be extended in exactly the same way as the variable scene session.

1) Introduction

Much like a hook scene, an Introductory session presents the conflict or goal that the characters will navigate through the story arc.

3/4) challenge or revelation

The variations on the middle scene are implemented a bit differently in a story arc.

You COULD have alternating sessions consisting of only one or the other, but that would mean pretty one dimensional sessions and loses a lot of the benefits of the 5 scene approach to sessions.

Instead, challenge or revelation flavours the overall goals of the session and the conclusion.

There are two options, and both are equally valid:

You can combine challenge and revelation into every session - finishing each with a dangerous conflict that drives the story forwards. OR you can alternate between challenge sessions intended simply to provide conflict and revelation sessions that are fundamentally about shaking things up and driving towards a conclusion.

The choice is one of pacing. Combined sessions create a relentless pace where every session is a scramble to both survive and move forwards, while alternating sessions give a bit more time to reflect and plan.

4 and 5) climax and resolution

The climax of a story arc is the culmination of multiple sessions of play and should be a dramatic ending that closes a chapter of the campaign.

The resolution should consolidate and generate seeds that can be used to inform the next story arc

5 arc campaigns

Implementing this structure on the campaign level works the same as implementing it on the story arc level just with grander stakes.

1) introductory story arc

The first story arc in the campaign should set the tone and introduce the key players.

Stakes should be relatively low (compared to the projected stakes of the campaign as a whole), but can hint at greater things.

This arc should have the characters working mostly within their comfort zones, with the climax breaking them out of that and hinting at far greater dangers than they were expecting.

2 and 3) challenge and revelation

For most campaigns I think it makes sense for every story arc to be a combination of both challenge and revelation.

Campaigns that have investigation and discovery as major themes however might get away with alternating story arcs although I have not tested this in practice.

4) climax

The climactic story arc is the culmination of an entire campaign and should have epic stakes.

5) resolution or surprise

The final story arc of a campaign is a bit of a strange one.

The climactic arc has already happened. The campaign has peaked, and the final arc is somewhat of a come down in terms of stakes and tension (unless of course an unexpected twist throws the stakes back in the air).

If you are concerned about it being anticlimactic then it is fine to finish with the climax and leave the campaign on a high (after all, the campaign is structured the way it is in order to provide as many jumping off points as possible - you can finish wherever you like)

If you want to keep playing beyond the climax however, the final arc is about finding closure.

It is unusual in that it isn't generally intended to generate new seeds, although if you want to prepare the ground for a future campaign it certainly could do this.

It should tie up loose ends, answer any questions you have left, and give you a chance to see how the dust settles. 

5 scene sessions

 5 scene sessions

After playing around with a lot of different adventure structures, i have found that one of my favourites for structuring sessions is a modified form of the five room dungeon (with modifications heavily influenced by interface red)

The 5 room dungeon is a great simple setup for a session.

At its simplest it involves 5 "rooms" that can each be played out as a scene. Although these do not need to be literal - they could easily be scenes based on locations or events instead.

The important thing is that the session has a goal it is working towards and that this goal will be met at the climax of the session.

The traditional 5 room dungeon (as envisaged by John Fior) has the following rooms:

1) Entrance

2) Puzzle or roleplaying challenge

3) Trick or setback

4) Climax

5) Reward/ revelation/ plot twist

Room 2 and 3 can come in any order.

There has been plenty written about the 5 room dungeon elsewhere so I won't go into any more detail here other than to say it forms the basis of my most successful session structures to date.

I have however modified it a little, partly inspired by the story structures from Cyberpunk Red...

The modified 5 room dungeon (the 5 scene session

As always, start with some story seeds to create a premise in a similar way to how you would create a premise for a scene.

Hook: this isn't really a part of a traditional 5 room dungeon, and isn't necessary if you already have a strong hook in the premise. Often however, it helps to run a scene simply focused on getting the characters involved with the session.

1) the Hook/ inciting incident: This could be combat, a puzzle, a social event, or some other form of challenge. The important thing is that it draws you and the characters into the action. Often people spend a few scenes meandering and exploring before finding something that hooks them into a story, but I find that with limited time and attention I need to jump right in.

This scene needs to fulfil two goals: firstly it needs to introduce (or bring front and center if it has already been introduced) the problem the session will focus on solving, and second it needs to be interesting and unexpected enough to get the ball rolling.

The middle scenes (challenge, and revelation) can come in any order.

While wrapping up the hook I roll 1d6 to see which scene will come next: on a 1-3 it will be a challenge. On a 4+ it will be a revelation. That

2) challenge.

A challenge scene involves some kind of dangerous activity that puts the characters in jeapardy. It could be a fight, a chase, an ambush: anything that creates an immediately dangerous and pressing situation. Secondary challenges or complications may be present as well or may develop as the scene plays out.

3) revelation. Or skill based challenge.

A revelation scene could be finding or processinginformation, an unexpected meeting, a twist that shakes things up. There may be a challenge or complication of some kind, however the stakes will be lower than in a challenge scene.

The important thing about a revelation scene is that it must have at least the potential to impart new information to the characters - either encouraging them to forge ahead or demonstrating that they are on the wrong track.

4) climax

The climax generally takes the form of a challenge of some kind, but it might take the form of a revelation. It might even be a mere formality as everything falls together or falls apart.

Either way, it should provide a satisfying conclusion to the session.

5) Resolution or surprise.

The final scene in a session needs to wrap things up, either tying up loose ends or preparing them as seeds for future sessions.

Generally it will simply be a narrative scene, perhaps with an oracle being used to clarify any remaining questions.

Sometimes however it may include a surprise that might introduce a final challenge of some kind.

The variable scene session

The 5 scene session, much like the 5 room dungeon is a useful structure however it has one flaw that has always bothered me: it is very short, and it is always the same length making it too predictable.

This can be changed easily however.

Scenes 3 and 4 (the middle scenes) can simply be repeated multiple times before reaching the conclusion.

I generally prefer to play full iterations of both middle scenes.

After playing the second middle scene I roll 1d8: on a 1-6 I play another iteration of the middle scenes. On a 7+ I move straight to the climax.

After the second iteration I roll another d8. This time I move to the conclusion on a 5+.

After the third iteration I move t to the conclusion on a 3+

After the fourth iteration I automatically move to the conclusion.

This gives me a session running between 5 and 11 scenes.

Sometimes I want to have shorter session, in which case I roll a D6 instead of a d8, giving a maximum session length of 9 scenes.