The Paranoia Version Of How To Plan An Adventure

In yesterday’s post before going into the dramatic ramblings about the latest D&D session I promised to use the first half looking at how to plan campaigns and adventures. Or more to the point the process I will use that will involve a few sources out side of RPGs that I think are relevant and I can borrow from.

One of the things that got me thinking that these were valid sources of information was the Creating Adventures Quickly chapter in the 2017 update of the classic Paranoia RPG Gamesmasters Handbook. On an aside I think this is definitely a chapter that James Wallis (one of the authors of the update) wrote, after all this is a subject he knows an awful lot about.

It started off making the following promise that they would present a

simple system for throwing a small pile of ideas into a coherent narrative that will entertain a bunch of people for three hours as long as there’s pizza.

Quite a promise. Ok we haven’t got round to pizza at our sessions. But there are lots of sweets, and sometimes due to the start time one or two are finishing off a KFC or McDonalds. But back on track, simple is always good.

All stories break down into a number of elements. Books have chapters, plays have acts and scenes. That’s all we’re doing here: taking the underlying framework of an adventure – the metastructure – and filling in the blanks. But to fill in blanks you need a blank framework to fill in.”

Ok they hooked me in. Started to relate the planning to something I might be familiar with. For this system all we need is a blank piece of paper, a pen or pencil and our imagination.

The start of this simple system they present is coming up with a theme for the adventure.

What’s the big idea? What’s the adventure about? Write one line here. Ignore what your English Literature teacher told you: theme doesn’t have to be about big feels and personal growth, it’s just the layer of fertilizer that lets everything else in the story grow.”

This next little bit seems almost brainstorming like.

Write your theme at the top of the paper. Underneath it, write down the first three things that occur to you as a result.”

Now they move onto the meat of the simple framework.

You’ve probably heard of the Three Act Structure that is supposed to underlie all movies. We’re going to nick it.

Oh ok I’ve heard of that structure, and one or two more (which when we start to look at story structure in a later post we will cover). It was this sentence that got me convinced about using external sources to help me with the planning.

The three acts are: 1. Setup; 2. Confrontation; 3. Resolution. Each act has a job: Act 1 establishes the status quo, gives the central characters a problem or danger … The core of Act 2 is rising tension. Act 3 is discovering what’s really going on, thinking you’ve fixed it, realising you’ve screwed things up completely, really fixing it…

In proper screenwriting something important should happen at the moment Act 1 transitions into Act 2 and the moment 2 becomes 3. These are the Act Breaks. However, we are not writing a screenplay.

That is a good basic and brief breakdown of the three act structure. There are books aimed at writers that look at this in much more depth. And for shadowing once more a future post, so will we.

So in this simple system they have us do the following.

Divide your paper into three columns. Number them. At the top of each one write three things that happen in that act, either a key moment (‘find the grubby slippers’), a set-piece (‘big fight with the warbot’), or important information to be discovered (‘learn about Gehenna Incident’).

For an experienced GM that’s enough and the rest can be laid at the door of Make Some Shit Up. The rest of us may need a bit more hand-holding, a bit more detail in the metastucture.

After that they apply the typical structure of a Paranoia adventure to the three acts. Which is for my purposes of little interest (until I finally decide to run a Paranoia one shot of my own design).

However this seems like a great simple brainstorming system. Applying a framework such as the three acts helps organise those thoughts. But it also could help generate ideas by providing a prompt or focus.

Naturally after this brainstorming/planning there will be more prep involved for us inexperienced GMs. But I’ll save that for a future post, I’m sure we will cover it at a natural point in this series of posts.

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