Writing a roleplaying scenario for convention play is very peculiar and specific writing challenge. Above and beyond the integration of the mechanics of whatever rules set you use, the plot, characters and descriptions must all be carefully crafted and balanced, taking into account the whims and vagaries of players and gamemasters beyond your control. Writing for a shared campaign increases the challenge, as the characters the players choose to play may be ill-suited to the tasks, setting, or motivation you provide. Above all else, your goal must be clear; not to tell your story, but to construct a framework within which the gamemaster and players can collaborate to tell their story. The player characters are the heroes of the tale. If you lose sight of this single, most important fact, your scenario will fail. It doesn't matter how well crafted your story is, how engaging and real the characters, if the player characters aren't the heroes, if the scenario happens to them, or around them, instead of because of them, then you haven't written an adventure. You've written a short story. Roleplaying games are interactive cooperative storytelling. The player characters should be actors, not observers, heroes not victims. All too often I play or run scenarios where the author has lost sight of this in favor of crafting a story. A plot must be present, but it should be fluid, to account for player actions, and it should be simple, to allow for the time available. Non-player characters should be rich, well-rounded and realistic, but they should not be the heroes of the tale. They should be the villains and supporting cast for the heroes seated at the table. Balancing the difficulties and challenges in the scenario is as tricky as framing the plot or presenting the characters. On one hand, the challenges should be realistic and appropriate to the setting and adversaries. On the other, not every group of player characters will be capable of meeting all manner of challenges. Whenever possible, provide multiple methods of solving any particular problem. In addition, resist the temptation to increase the difficulty of mundane tasks or the competence of minor adversaries to challenge higher level characters. Experts in any particular skill should succeed in their area of expertise, and dabblers should have at least an even chance for success in any endeavor necessary to complete the mission. If you like, you may reward the true virtuoso with a bit of extra insight or information as a reward for his expertise, but virtuosity should not be a necessity. Timing and pacing of a scenario present challenges as well. If your scenario has a time pressure, or "ticking clock" element included, be sure this comes across to the players. If events need time to unfold, be sure not to give the impression that haste is in the player characters' best interest. Above all, remember that you are writing for a four to five hour event slot. After time for late players, getting settled, bathroom breaks, end of game paperwork and packing up, players realistically only have three hours of play time in a four hour slot. It's always better to be a little short, than a little long. If the scenario runs short, players can take extra time to roleplay with each other or particularly interesting non-player characters or settings. Players who finish early often feel a sense of accomplishment for their efficiency. If the scenario runs long, players feel rushed, and may make mistakes or lose track of important clues. Players who finish late often wonder if the took the wrong path, and may have difficulty being on time to their next event. Writing a roleplaying scenario for a convention setting can be a very rewarding and satisfying writing endeavor. The excitement of many different people playing and running your work and enjoying your plot, characters and settings is heady stuff. If you write with these points in mind, everyone will enjoy your work more, and you'll find your editors will await your next scenario with eager expectation.
_________________ "Nothing that ugly could possibly defeat me." Armand DeBeaumarche'
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