Showing posts with label Adventure Design. Show all posts
Showing posts with label Adventure Design. Show all posts

Wednesday, April 8, 2026

OFF THE BEATEN PATH - BREAKING FROM YOUR CAMPAIGN'S NORM


Modern comics have created a perception of intense planning and forethought with their interconnected crossovers and prescriptive metaplots. This, however, is not, nor has it ever been the way for the majority of comic book history. Even heavily themed, more focused books, like X-Men, have had their disconnected, seemingly random encounters. Comics often had to insert filler stories between major events, to keep books going or while they were trying to find their legs. This was, of course a purely business-based decision as many comics literally struggled to stay in print, often getting cancelled and restarted before they finally found their voice. 

As gamemasters, this gives us a lot of wiggle room with what you can plot for your campaigns. As mentioned in previous posts, seeming;y random things often happen in any given title but this randomness can be controlled and planned for and not quite as odd and slapstick as some of the previous examples. Where that post was written to give permission to have simple, dumb fun happen in your games, here I am talking about being more intentional with side quests outside the normal theme of your game. 


Taking your players outside of their usual themed plots and stories is a great way to allow them a break from their usual. In addition, such adventures often introduce the characters to new obstacles and situations that put their powers to the test and provide opportunities for them to expand upon those powers. As a GM, these side adventures will let you expand you storytelling and character design. Spider-Man may spend most of his time duking it out with a constant run of quirky villains but he occasionally gets chucked into another dimension, to another planet or finds himself tangling with enemies outside his usual rogue's gallery.

Side adventures are great ways to introduce new elements for your story as well. While they don't need to carry over beyond the initial adventure, they can certain provide a lasting element to your campaign. Just as the X-Men discovered a supply of Vibranium in the Savage Land, along with introducing heroes like Ka-Zar or villain such as Sauron, a side quest into a new space provides seeds and questions to later exploit in your games. The Ihumans and their expansive story were introduced through an encounter with the Fantastic Four. In these cases, the comic book universe and the setting of the particular titles were broadened beyond their normal focus, making for a more interesting story and ultimately providing elements that could be called upon later just asv GMs can in their games. 

As a GM, it is important to consider what you hope to accomplish with these side adventures. Consider tying them into your players desires - things they may have mentioned in passing along the way or even specifically asked for. If you have a player who is hoping to expand their powerrs in a new direction, perhaps consider how one of these side adventures might help with that? You may have an upcoming eneemy planned for your players that might present them with a challenge that they normally have no means to deal with and a side adventure to a new place or with a new character could allow them that means, if tey are crafty enough to make the connection. Side adventures are also great ways to foreshadow upcoming events in your campaign. A seemingly random encounter with an alien species could just be the tip of the iceberg of a massive event in your universe. 


Whatever you do with side adventures, make sure that, while they seem outside the norm for your heroes, they still do something to enrich the game and story of those heroes. Too many totally random "What The..?!" moments will leave your players feeling there isn't any sort of direction to the game and while this may be okay for more casual campaigns or with certain kinds of characters, mostp layers are going want a little more meaning in their campaigns. 



Wednesday, March 11, 2026

MAKE $&!# UP - WORLDBUILDING THE WAY THE COMICS GUYS DID

 
Alien invasions often come out of nowhere in comics, needing little to no up-front explanation.

Comic book universes do not com into existence full cloth. Rather they are the result of years, sometimes decade and pushing a century of consecutive layering of ideas and design. Much of this design work was done with a lot of intention and thought but, because comics have evolved overtime both in terms of art, writing, and even editorial attention, they have developed in a very piecemeal often haphazard and sometimes outright random manner. 

For every planned and tightly scripted story arc or metaplot there are countless clumsy insertions, random encounters and blatent market inclusions into any univers's long history. Doing so is often a necessity to fill the pages of books and to keep things moving. Deadlines must be met, delays happen, creative teams change and the ever-pressing need to try to develop new characters and concepts keeps comic under an endless push. What results are sometimes seemingly random or ill-thought events in comics, characters out of nowhere and a seemingly endless parade of new places, worlds, and realms. 

This is all great for superhero TTRPGs. 




Once again, the imperfect nature of superhero comics serves GMs and players of games set in those unvierses perfectly. Because the source material is built off these crazy developments, so to can your games. You can spend lots of time developing metaplots and story arcs, digging deep into the depths of characters and NPCs and their backstories but you are also perfectly fine not doing so. You can toil away trying to build you LEGO plot or, you can just make stuff up. More than likely nobody will know andif they do, it is unlikely that anyone who knows the genre will even care.

A follower said, in a comment...

"...The hero realm has always been crazy diverse where you could pivot a storyline from ultra serious and workd saving to beer and pretzel quirky and humorous. One day your ultra powerful and then suddenly your in a dimension where you feel 6 inches tall and barely qualify as a mouse. How you get in or out is 3 parts super simple and 2 parts complex. A day in the life of your character could involve talking to the guy at the deli counter, a character straight out of Mother Goose and an intergalactic superbeing all in the same hour and the reason could simply be Tuesday. Few other game realms offer as many possibilities without massive justification."

This comment really encapsulates what I am talking about here. Your tabletop game could easily be this random. Unless your characters are caught up in a serious, no wiggle room sort of plot, you could easily have the PCs go about their daily business, have a random encounter with a villain and then suddenly fnd themselves introduced to a previously unknown alien race or dimension invading the Earth for "reasons". 

The key is to remember that, as the GM for your superhero setting, you are filling the roll of most of the bullpen. You are artist (imagination-wise), writer, editor. your players also fill some of those roles but mostly just in the writing and aritstry behind their charcters. All you have to do is to have an idea, write the minimal stuff you need for it and then just wait to spring it on the players. If you are playing in an established universe and have lots of prewritten stuff it becomes even easier. 


Bat Mite and Mr. Mxyzptlk were agents of chaos and seemed to exist in comics purely as a way to introduce whatever craziness writers wanted.

You needn't look far to find comic books using the most random reasons to throw characters together into situations. It is often the case that super battles spill over on top of the heroes as they are out and about. An entire organization may randomly and suddenly appear, hunting the PCs for some half-baked reasoning. Maybe somebody reported one of the heroes doing something illegal (especially good for heroes with low popularity). 

This is particularly perfect if game night comes around and you don't have time to prep anything amazing. Pull out a random character, alien race, deminsenional invader, or organization  and just throw them at the players. You can even do this with other heroes. Comic books are full of heroes who should have no real business fighting, actually fighting each other. It takes very little work to come up with a comics-appropriate reason to do so.

The last thing to remember is that, when it comes to the random occurences and encounters that you throw into your games, is that you don't hve to explain it and it doesn't have to make sense. You can give reasons and explanations but not doing so leaves things wide open for questions and answers (something I'll discuss another time) which can later be exploited or explained.

REAL TALK - CHANNEL UPDATE

  Hey all, So, it's time that I face facts. When I started this blog, it was with the idea to share my thoughts, colelcted wisdom, whate...