Adventure Design Guide Rescue Mission
Adventure Design Guide Rescue Mission
The bearer of this document has the express written permission of the
publisher to make copies for personal use.
Copyright 2019 Berin Kinsman. All Rights Reserved. Adventure Design Guide and
respective trade dress are © and ™ 2019 Berin Kinsman. This is a work of fiction. Any
similarity with people or events, past or present, is purely coincidental and unintentional
except for any people and events presented in historical context.
This is version 1.0 of this document.
Contents
Welcome to Adventure Design.......................................................................1
How to Use This Book...................................................................................................... 2
The Three Pillars Approach.......................................................................................... 2
The Three Canons Account............................................................................................ 3
The Three Act Structure................................................................................................. 4
Rescue Mission....................................................................................................5
Story Elements................................................................................................................... 5
Character Elements.......................................................................................................... 7
Worldbuilding Elements.............................................................................................. 10
Act I – The Beginning......................................................................................13
Establish the Status Quo.............................................................................................. 14
Reveal the Inciting Incident........................................................................................ 16
Issue the Call to Adventure......................................................................................... 18
Act I Scenes & Beats....................................................................................................... 18
Act II – The Middle...........................................................................................20
Rising Action..................................................................................................................... 21
Reach a Turning Point................................................................................................... 22
Things Go Downhill....................................................................................................... 22
Create a Moment of Doubt.......................................................................................... 22
Act II Scenes & Beats..................................................................................................... 23
Act III – The End...............................................................................................25
Create a Moment of Atonement................................................................................25
Unleash the Finale.......................................................................................................... 26
Wrap Up Loose Ends..................................................................................................... 27
Act III Scenes & Beats.................................................................................................... 28
Finishing Up.......................................................................................................29
Update the Character Canon......................................................................................29
Update the Worldbuilding Canon.............................................................................29
Update the Story Canon............................................................................................... 29
Rescue Mission Beat Sheet...........................................................................30
Act I – The Beginning.................................................................................................... 30
Act II – The Middle......................................................................................................... 30
Act III – The End.............................................................................................................. 30
Welcome to Adventure Design
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This book contains the following:
• Rescue Mission: 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.
• 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.
• 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.
• 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.
• 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.
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Story Elements
The plot has to be appropriate for the player characters. It should
make use of their backgrounds, interests, and personalities as much as
possible. The challenges you create need to play to their abilities so
everyone has something meaningful to do. There should be story elements
that tie into the worldbuilding details that make this setting unique. The
goal is to craft a story that is uniquely tailored to your campaign.
Character Elements
Player character backgrounds should draw from the lore of the setting,
connecting them to the game world. Each character should be appropriate
to the adventure, either because their abilities make them useful to
achieving the goal, or their back story, personal objectives, and vested
interests mean that the outcome of the story will affect them. They need to
have skin in the game, for one reason or another.
Worldbuilding Elements
While worldbuilding can be a fun activity by itself, every setting
element that you choose to use in an adventure ought to serve a purpose. It
should inform the events of the story, and explain who stands to gain or
lose based on the outcome of events. The worldbuilding should provide
fodder for player character back stories in a way that will make the
information matter in your adventures. The setting should always be there
to provide context for the other elements, and not overpower them.
Story Canon
These are events-as-played that affect this adventure, and could have
an impact on future adventures. Did the player characters kill that
particular monster, or did it run away? If it fled, could it come back in a
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future adventure? If the character’s didn’t talk to a certain non-player
character, then they don’t know a bit of information that could be useful
later. Whether or not the player characters accomplished the adventure
goal could have consequences that affect future storylines.
Character Canon
Most roleplayers are familiar with this concept. What happened to the
player character during the course of the adventure? Character canon
includes injuries they’ve suffered, the items they’ve acquired, and the
consumable goods they’ve used. It extends to documenting their back
story, charting progress on personal goals, and taking note of personal
preferences discovered over the course of play.
Worldbuilding Canon
Setting elements become canon when they appear or are referred to
during play. This gives you the freedom to change and adapt things as the
campaign unfolds. Track what has been clearly established. Note the things
that have changed as a result of character actions and plot lines. Use the
possibilities of the evolving canon to inform backgrounds for new
characters and to create plot hooks for future adventures.
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Rescue Mission
Story Elements
This type of adventure is fun because it allows you to focus on the both
physical challenges and character relationships. There has to be an
emotional connection between the player characters and the kidnap victim.
This makes the stakes feel genuinely important, and creates a sense of
urgency for the players. Every minute that passes increases the possibility
that something bad could happen to the victim.
It opens up possibilities for the player characters to visit new places,
and gain a different perspective on the villain. To pull off the daring rescue
mission, they will need to enter the villain’s world. This means seeing the
places their adversary is familiar with, learning how they live, and facing
their allies, friends, and possibly even their family members. It gives them
context as to why the villain became a villain, which ought to tie into the
plot in terms of explaining why the kidnapped the victim.
There are worldbuilding opportunities centered around designing the
villain’s world, allowing you to develop those elements necessary for this
type of plot. Where the villain is hiding out should contrast with the type of
environment the player characters live in. There are also the places the
characters will need to travel through in order to reach when the victim is
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being held. While some elements should feel familiar and relatable, so the
player characters can at least partially understand the villain and their
motivation, most should be uncomfortable enough to make them feel that
they’re at a disadvantage.
All of the story elements required to make the adventure possible are
automatically part of your story canon. The whole setup wouldn’t work if
these events didn’t happen and the player characters weren’t in a position
to be drawn into them. From this point forward only what happens in the
adventure-as-played will be considered part of your canon.
The Stakes
An adventure’s stakes include both the potential rewards and likely
complications that could arise based on how the story plays out. It isn’t
always as simple as the player characters getting something good when
they succeed, or having something bad happen to them if they fail.
Rewards will sometimes come with a cost. Complications can have an
unexpected silver lining.
Rewards
In a rescue mission story, the most common rewards are a sense of
accomplishment and praise from other people. The player characters saved
someone’s life! Your game system of choice will have its own rules for
character advancement, awarded for their efforts during the adventure.
Depending upon the genre and setting, there may be treasure found along
the way, or a reward for bringing the victim home safely as well.
Complications
The types of difficulties that can arise from a rescue adventure include
the social pressure to save someone that is important to either the player
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characters, the community they live in, or both. If they fail, they’ll carry the
guilt and the social stigma of people the people that didn’t bring the victim
home. They will also need to deal with entering strange and hostile
territory, and the awareness that the villain holds almost every advantage.
While these are story-based complications, they should also be used as a
basis for worldbuilding and character development. The impact of the
victim being taken will affect how the world sees the player characters, and
how they see themselves. This in turn lead to new plot hooks, personal
goals for the player characters, and new areas of the setting to be fleshed
out and explored.
Story-Based Challenges
Challenges keep the player characters from achieving the adventure
goal too quickly. For a rescue mission adventure, the obstacles that arise
directly from the plot include the need to do things in ways that won’t
result in the villain hurting the hostage. This means stealth, secrecy, and
possibly doing things to appease the adversary. Keep in mind the inherent
difficulties of the overall campaign, including any open meta-plot issues
and recurring antagonists. Tie individual player character backgrounds and
personal goals in as well, connecting them to both the victim and the
villain, so the adventure feels custom-built for these characters.
Character Elements
A rescue adventure let you focus on the player characters’ ability to
stay calm under pressure, and their emotional needs. The core of this type
of adventure is action, but it’s driven by relationships. It’s about how the
player characters connect to both the victim and the villain. Those
elements can be incorporated into subplots to make it a more personalized
roleplaying experience.
It opens up possibilities for the player characters to use social skills
like diplomacy and persuasion. They will have to negotiate for the safety of
someone they care about, while masking their contempt for an antagonist
that has all of the leverage. If those types of abilities are their strong suit,
they’ll have a chance to shine. As the adventure goes on, of course, the
challenges will increase in difficulty. When a character doesn’t excel at
those things, they will be given other opportunities to contribute. It’s still
an action-oriented adventure.
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There are worldbuilding opportunities centered around where the
victim comes from and what their background is, allowing you to develop
the setting elements that also factor into the player characters’ back
stories. It establishes why the victim is important, and the reasons why
there are connections between the characters. This sort of worldbuilding
creates opportunities for interesting non-player characters, new
adversaries, and even future player characters.
Elements required to make the adventure possible become part of
their character canon. If they weren’t in this particular place at the right
moment, lacked certain abilities, or didn’t have some background element
the adventure wouldn’t work. From this point forward what happens in the
adventure-as-played will be added to their back story and considered part
of their ongoing canon.
Player Characters
Player Characters are the protagonists of the story. In a rescue
mission adventure, they need to be able to credible locate and extract one
or more victims of kidnapping. This requires a degree of social skill, stealth,
and combat readiness. If they lack those abilities, you can compensate by
having a non-player character fill the roles the player characters aren’t
suited for. Placing responsibility for either the negotiations, the search, or
the fighting into the hands of a non-player character can work, but that
could force the player characters into a supporting role within their own
story. There has to be a reason why they aren’t focused on the mission as a
whole, like having them brought in to be part of a larger, coordinated effort
being staged by an organization.
Combat-centric player characters in a rescue adventure will have to
do battle with guards. This will be in the service of getting into and out of
secure locations, as well as protecting the victim. A player character that is
magic-centric or power-centric will be useful for persuasion,
misdirection, and protection. For skill-centric player characters, they will
need to be able to investigate, track, and break into facilities that
undoubtedly have locks, traps, and other mechanical security measures.
Adversaries
Adversaries are the antagonists in the story, including the monsters,
villains, and other opponents the player characters will face. Their motives
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and methods for interfering will vary, but their purpose in the adventure is
to prevent the player characters from achieving the adventure goal.
The antagonists in this type of adventure need to be tough as well as
clever. Combat-centric adversaries will need to be a credible threat to the
hostage, as well as any force that makes a rescue attempt. Their entire plan,
after all, is predicated on threats of violence. An adversary that is magic-
centric or power-centric will have abilities that center on imprisonment
and self-defense. They might have some spell that threatens to deliver a
particularly gruesome death to the hostage. For skill-centric adversaries,
they will need to be intimidating, making their threats credible. They also
need to have a hideout that’s been well thought out, so that it offers
adequate security to keep people from getting in or out.
Non-Player Characters
Non-Player Characters includes everyone else in the story. This
covers important resource characters, friends and allies, and nameless
extras. Knowing the roles you’ll need to fill can help you to target your
preparation for the adventure.
Within a rescue adventure you will find non-player characters are the
victims, and the people who care about the victims. They’re the ones who
will ask the player character for help, but will also hold them accountable if
things go wrong. Combat-centric non-player characters in a hostage-
based adventure will be available for support in large fights or set pieces.
They could also supply weapons and armor, or provide distractions to draw
the villain’s attention away from the PCs. A non-player character that is
magic-centric or power-centric will be able to give the player characters
some temporary protection, either via magical armor, disguises, or
invisibility. They should be able to cast spells that the PC’s can’t, as needed
to complete the plan. For skill-centric non-player characters, they will
need to fill the gaps in the PC’s abilities, offering information, negotiation,
and security-breaching talents. It’s best when they can advise, rather than
participate, so the player characters retain the spotlight.
Character-Based Challenges
These challenges center on the player character’s needs, desires, and
personal goals. They distract them from the adventure goal by dividing
their priorities. For a rescue mission adventure, the obstacles that arise
directly from the character elements can include dealing with upset non-
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player characters. They want their loved ones back, and want to know why
the player characters aren’t moving more quickly. They’’ll blame the player
characters if things go wrong. All of which adds layers of stress to an
already difficult situation. When you tailor these sorts of challenges to the
player characters’ existing relationships, the adventure will feel as if it was
designed just for them.
Worldbuilding Elements
A rescue mission adventure requires the setting to have places where
the villain will be safe and secure, and areas where the victim isn’t. It’s
difficult to kidnap someone without vulnerability and opportunity on one
side, and a defensible place to keep the hostages on the other.. If your game
world already has those features, use them, and take this chance to flesh
them out a bit more. When there is no ready-made solution, your
worldbuilding efforts will need to be focused on these contrasting types of
locations and cultural or political situations as part of your preparation.
If a player character’s background suggests a suitable location, use it.
This can be something from a previous adventure, or an unseen part of the
setting mentioned in their back story. This not only helps to develop the
game world, but connects the character directly to the story. Have the
villain holed up in some past adversary’s lair, or inside of a community or
country that’s for some reason hostile toward the player characters.
Tie existing worldbuilding into the rescue adventure as well. Use the
terrain, the cultures that live there, and monsters known to be in the area.
Build the reasons the victim or victims were chosen around past events,
based on revenge or perceived offenses against the villain’s cultural,
political, or religious beliefs. Connect the story to the setting in meaningful
ways, so it doesn’t feel as if you’ve just dropped events into a random spot
on the map.
Every setting element required to make the adventure possible is
automatically part of your worldbuilding canon. The premise wouldn’t
work if the location, the history, and the broad possibilities inherent in
your worldbuilding didn’t support them. From this point forward what
happens in the adventure-as-played will be added to your growing canon.
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Preceding Events
An important part of worldbuilding is creating the history of the
setting. For a rescue mission adventure, it needs to be established why the
villain takes a hostage. It’s always a reaction to something that’s already
happened. This could be personal, cultural, political, or religious. They are
lashing out, striking back, or demonstrating that they have power. This can
build upon the existing lore of the region, or add new information. How the
local population feels about it, and what sorts of potential obstacles will
already exist, can stem from events that have happened in the world’s past.
Essential Locations
The types of locations that are required for a rescue adventure include
a place for the kidnapping to happen, somewhere for the villain to stash the
victim, and any interesting or difficult terrain between the two. If those
already exist within your setting, you simply need to adapt them or expand
upon them to make them fit with the needs of the story. Places that are
implied by the needs of a rescue adventure may extend to a victim’s home,
the headquarters of an institution supporting either the victim, the villain,
or both, and facilities used by what passes for law enforcement. Should you
need to develop those locations, you know where your worldbuilding
efforts will need to be focused.
Overall Tone
While this is an element that can be reflected in the way the story and
characters are presented, it’s the worldbuilding that supports and
reinforces it. A rescue mission adventure with a dramatic tone will have
more serious emotional beats. It’s not necessarily tragic or grim, but the
characters and situations can carry notes of sadness, suffering, or fear. By
contrast, a comedic tone in a hostage will focus on humor, with situations
set up to provoke laughter.
You can have both dramatic and comedic moments within one
adventure. Overall, though, it will favor one over the other. For example,
the dramatic rescue adventure might be mostly intense due to the credible
threats to the victim’s safety, but have some scenes or encounters where
the villain made a foolish mistake that provides the player characters with
an opening, resulting in a good laugh. If it is mostly comedic, it can still
contain elements of serious drama when the player characters run the risk
of injury or death.
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When a rescue mission adventure has a light tone it isn’t necessarily
comedic, but the rewards will tend to be higher than the potential
complications. The stakes overall won’t be as high. Things will tend to skew
toward the success of the player characters, allowing them to play to their
strengths. These types of adventures carrying a dark tone have higher
stakes, with complications far outweighing any potential rewards.
Challenges won’t always play to the characters’ strengths, making failure a
constant possibility. That doesn’t mean that it can’t be comedic, but it will
be black comedy.
Within the same adventure you can have light and dark moments. It
will tend to lean more toward one of the other overall, though. For instance,
a light rescue adventure might put the emphasis on the player characters
nailing the action sequences, but still have darker scenes or encounters
where they’re reminded that the victim is still in danger. A rescue
adventure that centers on a darker tone can stick mainly to hitting the
player characters over the head with the stakes, but offer lighter moments
where they are shown hope for success in their mission.
You can pair elements of drama/comedy and light/dark, of course. In a
rescue mission adventure, a light drama would have action sequences with
lower difficulty and less permanent stakes, which a dark drama could
crank up the challenges and make other elements of the setting hinge on
how things turn out; fail and nations go to war, for example.
A light comedy would mean that there’s a slim chance the villain will
actually harm the victim. The antagonist might not be particularly
competent, or the cause they’re fighting for is patently ridiculous. A dark
comedy may still lean into the absurd, but the violence and potential for all
manner of harm is very real. When combined with the tone established by
the events of the story and the personalities of the player characters, this
becomes another opportunity to make your adventure unique.
Setting-Based Challenges
Think about the worldbuilding elements in your setting that could
both support and hinder a rescue mission adventure. You already have an
idea of the elements required to make the story work. What if those
elements were removed? Are there things within the canonical setting that
conflict with what’s necessary for a hostage-centric adventure to play out?
Those are potential challenges for the player characters to overcome.
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Act I – The Beginning
There are certain this that need to happen at the start of a rescue
mission adventure. The status quo is established, showing the current
state of the characters and what relevant events are taking place within the
setting. An inciting incident takes place, creating the adventure goal.
Finally, the call to adventure is issued, where the player characters choose
to pursue that goal.
Story Canon
This is where you begin to introduce the foundational elements of your
story canon. The adventure goal of saving the hostage is presented, the
stakes are established, and what the story-based obstacles will be should at
least be hinted at. The information necessary to begin the adventure is
officially part of your campaign history.
Character Canon
The player characters who will take part in this rescue mission are
introduced. If the antagonists don’t appear yet, the inciting incident will at
least hint at their existence. Non-player characters will be there to help the
player characters find their way. Character-based challenges like
negotiation, stealth, and combat prowess can be used to demonstrate what
the player characters can do. This allows them to build up their confidence
before facing more difficult obstacles in the second act..
Worldbuilding Canon
Any events leading up to the inciting incident have to be introduced,
either through in-play action or exposition. Locations that will be
important to the rescue will appear, be named as destinations for the
second act, or at least have their existence hinted at. The tone of the setting
will be established, or reinforced if this isn’t the first adventure of the
campaign. Some setting-based challenges can be used to allow the player
characters to become familiar with worldbuilding elements that will
become important to the story later, like the cultural, political, or religious
situation that motivates the villain, or the reasons why that particular
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person was abducted. There ought to be ramifications to the crime that
cause ripples throughout the setting.
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characters pointed in the right direction. One of these might be the victim.
Having the player characters interact with the victim not long before the e
kidnapping is a way of establishing connection and yes, laying on a bit of
guilt. Some NPCs that will appear later might be mentioned, or their
existence established indirectly. If the PCs know that they have to visit a jail
where one of the villain’s henchmen is locked up, for example, it implies the
existence of a jailer and some type of law enforcement agents.
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chief rival. This type of adventure tends to keep things simple, so the player
characters are clearly right, and the villain is most obviously wrong.
This is just an example, of course. Using a different theme can
drastically alter an adventure, and is one way to gave the basic structure of
a rescue mission story replayability by changing the meaning and types of
elements that you want to emphasize.
The thematic statement is what you, as the gamemaster, are trying to
say through the work. In the theme of directly opposed ideologies, you
might want to express why the villain’s world view and the actions that
spring from it are specifically bad, and why the player characters’ outlook
is inherently superior if not clearly the best. Again, it’s simple so you can
focus on the action, but it’s effective because it creates opportunities for
character development and worldbuilding.
Every character, both player characters and supporting characters,
could have their own thematic concept. They have their own point of view
about the theme, that can be expressed through their personalities and
actions. One character might be good because it results in greater personal
happiness and world peace, for example. Another could be good because
they fear divine or even social punishment for non-compliance.
Having a theme can help you to design interesting encounters. It can
help you to give non-player characters some depth by having them
represent a point of view. The theme can also allow players to round out
their characters by providing them with a specific idea or concept to focus
on, and letting them work out what the character’s thoughts would be
based on their background and adventuring experiences.
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rescue mission adventure, this is when the victim is clearly out of danger.
Either the villain is no longer a threat, or the hostage has been removed
from the situation and taken to a place of safety.
This means that the goal has to align with the promise of the game.
What are the players expecting? If it’s action and combat, then the
adventure goal has to reflect a situation that’s going to require a lot of
fighting. If it’s mystery, or intrigue, or a lot of roleplaying and character
development, then the goal should make it clear that there will be ample
opportunities for those things.
Having a goal isn’t railroading the player characters. There’s a
difference between understanding what they need to accomplish and
forcing them into one specific course of action to accomplish it. They
should be free to make their own plans and solve the problems inherent in
the adventure goal using their own ideas.
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and indirectly have an effect on the player characters. What they stand to
get from successfully implementing a rescue are good will, the trust of the
community, and freedom to continue adventuring without an excess of
unwanted scrutiny and criticism.
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Establish the Status Quo – Show what the world look like before the
inciting incident of the kidnapping. Introduce the characters, the setting,
and the theme of the adventures. This can be one scene for each character,
a single scene with the player characters together, or part of one big
introduction scene.
Reveal the Inciting Incident – A non-player character is taken
hostage and that forces the player characters to respond. Introduce the
adventure goal and the stakes. This can be separate scenes for each player
character, giving them a reason to come together. It can be an interruption
of the “status quo” scene.
Issue the Call to Adventure – The player characters will hopefully
accept the rescue mission, based on the established stakes. This can be a
separate scene, after the characters have had a chance to regroup, talk
things over, and make some decisions. It might be a continuation of the
inciting incident scene, when there’s no doubt as to their involvement.
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Act II – The Middle
Story Canon
The second act in your rescue mission adventure is where the
elements of your story canon introduced in the first act will get used. The
player characters will be reminded of what’s at stake. If the adventure goal
wasn’t entirely clear somehow, or parts of it didn’t make complete sense,
all will be revealed here. Story-based obstacles will present themselves
regularly to slow down the characters’ progress. The campaign history
established in the first act can be built upon and be used as the player
characters to help them get to where they’re going, and better grasp the
villain’s motivations for taking a hostage.
Character Canon
The player characters will all get to use their signature abilities and
show off the things they’re good at. If the main adversary hasn’t appeared
yet, they’ll show up by the midpoint of this act. Non-player characters will
have various parts to play, but as the act goes on those they will appear less
frequently. Toward the end of the act the player characters will be called
upon to do things they aren’t as good at, providing a difference sort of
challenge. This allows them to build up their confidence before facing the
main adversary in the third act.
Worldbuilding Canon
The player characters will get the opportunity to explore locations
important to the rescue adventure. Places named or hinted at in the first
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act will appear and be fleshed out a bit more. The tone of the setting
established earlier will be reinforced and expanded upon. Setting-based
challenges can be used so player characters can increase their familiarity
with worldbuilding elements important to the story, like the villain’s
ideology and why the victim is important to the future of the setting.
Rising Action
This section of the adventure is where roughly half of the encounters
will be. These are the fun bits where the player characters get to run wild.
It will contain several scenes, as many as you feel are necessary to
challenge the characters, establish essential plot points, and introduce
major non-player characters. Here is where the tracking, traveling, and
planning will happen in a rescue mission adventure, with plenty of
opportunity for fight scenes against the villains henchmen as well.
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Reach a Turning Point
About midway through the second act, something happens that makes
the adventure more difficult. This is one pivotal scene. This is an
unexpected twist that the player characters could not have reasonably
planner for. In a rescue mission adventure this often means that the player
characters have moved into territory controlled by the antagonist. He
villain has the home field advantage. It also means that the villain has
stepped up their plans to repel the player characters, and is now sending
their forces directly at them in an effort to end to their rescue attempt.
Things Go Downhill
From this point though the end of the second act, the obstacles that the
player characters face will be more difficult. They’ve reach the hard part.
This section comprises a little less than half of the scenes and encounters
in the adventure. They will begin to run out of resources. The challenges
that arise don’t require their best abilities, but skills and talents that
they’re not necessarily as good at. These encounters should be tailored to
the player characters based on their opportunities for development. Things
won’t be harder than they can handle, but it will seem far more challenging
than it is because they can’t fall back on the abilities they’re most
comfortable with.
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place, low on resources, and essentially have to start over from scratch.
This should lead to a transformation in both the tone of the adventure and
the attitudes of the player characters.
This will be the hardest encounter in the entire adventure. It has to be
even more difficult than the finale, because in the end the player characters
need to be able to win. There will be a way to get out of danger, in the event
that they’re unable to rescue the victim or defeat the villain. If the player
characters do win, it should be a close call, or possibly a matter of luck.
They will need to pull out any resources they’ve been holding in reserve for
the finale, and use them earlier than they anticipated.
Transformation
The net effect of the moment of doubt should be that the player
characters feel uncertain about whether or not they can achieve the
adventure goal. The reason to do this is to make their eventual victory feel
even more special. By the end of the adventure they should feel that they
overcame all of the challenges thrown at them, and be proud of what they
accomplished. That emotional surge starts right here.
Clearly the player characters’ original plan is no longer going to work.
For a rescue mission adventure, this means that they don’t know where the
victim currently is, or how they’re going to be able to defeat the villain. It
might be that they have to focus on their own survival, because the
antagonist’s forces are coming after them with everything they’ve got. The
player characters will need to regroup, come up with a new plan, or simply
face the fact that they’re going to have to wing it. Once they’ve accept this
shift in the status quo of the adventure and are ready to press on, this
middle section of the adventure is over and it’s time for Act III.
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actively working against them. This is one scene that shifts the tone of the
entire rescue mission.
Things Go Downhill – The encounters are no longer based on the
player characters’ best abilities. Resources are in short supply and there’s
no one around to help the player characters. The villain is winning. At
several scenes this is the second-largest section of the adventure.
Create a Moment of Doubt – The player characters should begin to
wonder whether they will be able to complete the story goal. The villain
takes the victim and moves to an unknown location, negating any progress
the player characters have made so far. They realize that their initial plan is
not working and need to regroup. This is one scene.
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Act III – The End
At the end of the rescue mission the promise of everything that has
happened so far will be fulfilled. There will be a moment of atonement to
balance out the moment of doubt at the end of the second act. From there
the gamemaster can unleash the finale, allowing the player characters to
deal with the main adversary and achieve the story goal. All that’s left then
is to wrap up loose ends and the adventure is over.
Story Canon
The final act has to tie up all of the events from the first two, clearly.
Nothing new should be introduced. It’s where the player characters at last
have the opportunity to achieve the story goal and defeat the main
antagonist. The end of the rescue mission has to be about closure, so that
the story feels complete in a way that’s satisfying to the players.
Character Canon
This is also where the player characters get to apply everything they’ve
learned over the course of the adventure. Information, allies, and resources
that have been gathered need to be useful to them. If they’ve stumbled in
any way, this is where they can prove themselves and get a bit of
redemption. The way events wrap up here needs to be consistent with the
way each character has been played in the first two acts.
Worldbuilding Canon
Nothing new about the setting should be introduced in the final act.
What happens should relate to important things about the world that the
player characters have learned over the course of the rescue mission. If
elements of the setting are important to the finale, these should be
highlighted so that your worldbuilding efforts pay off in a meaningful way.
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this is where the montage would go. They gather whatever allies they may
have, revise their plans, collect all available resources, and get ready to
make their final pushed to save the victim and defeat the villain. All told, it
shouldn’t take more than one to three short scenes.
A Chance to Regroup
Another purpose for the moment of atonement is to give the players a
chance to breathe. The moment of doubt was no doubt intense. This is
where non-player characters give them pep talks and remind them of
what’s at stake. It’s a chance to look back and remember why these player
characters are the stars of the adventure. It’s the quiet before the storm,
where everyone can rest, recover a bit, and think about what they’re going
to do next.
For a rescue mission adventure this could mean that the player
characters stop and assess the resources and capabilities they still have. It
might mean reviewing the information for clues as to where the villain has
gone. Everything ought to be there, they just need to think out it and put it
all together. They can salvage the operation.
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how powerful they perceive the villain to be, and what sort of condition
the player characters are in as far as injuries and resources are concerned.
It should also align with what their best abilities are. If they’re combat-
centric characters, then by all means you need a big fight scene with the
villain to wrap things up. If the player characters are inclined toward
stealth and subterfuge, sneaking in and out undetected right under the
villain’s nose will be the most satisfying conclusion.
Return
In a rescue mission adventure, the player characters will go back to
their normal lives after the adventure goal has been completed. Their life
may have changed as the result of the preceding events, and now they will
have to readjust. This could mean that people trust them, laud them as
heroes, and shower them with praise and gifts for saving a beloved non-
player character from the hands of a despicable villain. It could also mean
they’re held responsible for anything that went wrong, especially if the
victim was injured in the rescue attempt, or the player characters failed to
save them.
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Rewards and Complications
Every game system has its own method of character advancement, so
we won’t address that here. Each player should review their character’s
personal goals, to see if the adventure has put them closer to achieving
them, or further away. Relationships with non-player characters could be
affected by the things they’ve done. There could also be financial and legal
complications, if the victim had connections to some cultural, political, or
religious organization heavily invested in their well-being.
Reset
Based on what has happened during the adventure, you will need to
reset the status quo. Things could go back to normal, as if nothing ever
happened. There might be changes, based on how events changed public
perception of the thematic ideologies of the victim and the villain. In a
rescue mission adventure, you will need to account for the health of the
victim after they’ve been rescued, and the whereabouts of the villain (if
they’re still alive). The impact the events of the mission may have had on
the characters and the setting can be minimal, or create lasting changes
that can serve as plot hooks for future adventures.
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Finishing Up
After the adventure is over you will have to perform a bit of campaign
maintenance. Players will update the character canon to reflect changes
and advances. The gamemaster will update the worldbuilding canon to
add new elements to the setting that have been created or altered during
play. Everyone will need to update the story canon, as the events of the
adventures have officially happened and are now part of the campaign lore.
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Rescue Mission Beat Sheet
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