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quests 
from 
scratch
Mathew hoy 
! 
@mathewh 
mathewhoy@gmail.com
topics
foundations 
breaking up 
exploration 
let’s build! 
reminders 
add magic 
talk it out 
q&A?
foundation
My game 
I’m running a multi-session, ongoing 
adventure with 8 players at once. 
one overarching plot timeline 
all players were forced to write a 
background 
if they didn’t or were too vague, 
they’re at my mercy (bwa-ha-ha!)
your game 
what are you running? 
A big, multi-session game like i am? 
strung-together stories? 
just getting into it? 
no wrong answers here.
taking a break 
Sometimes it’s fun to break up the 
story with a side quest or 2 
How? 
go away from your main storyline in 
an obvious way 
slip away by running your game so 
that there are always avenues for 
side quests
breaking up
not hard to do 
find an idea for your side quest: 
One of your pc’s backstories 
mentioned something you can delve into 
you had a sudden rush of inspiration 
on the bus ride to work 
you just get a rush of inspiration and 
have to figure out how to do it 
watch a movie, read a book (meh…)
refining ideas 
Begin to explore your idea and flesh 
out a quick base for the story 
write a paragraph that describes 
“the main scene” 
find some art that shows the item 
from your pc’s backstory 
jot down a 1-sentence elevator pitch 
to describe it
the skeleton 
Build a skeleton for the adventure by 
writing three key things down: 
the start 
The middle 
The end
the start 
The start is how you begin the game. 
this should be the only chance you 
have to be 100% rigid in how the 
adventure will work out. 
you control every part of this phase. 
make it an epic intro, about 1 
paragraph in length (unless your 
players like narrative)
the middle 
the middle of your adventure should 
be a series of bullet points: 
the key location 
some key events that will happen 
the key npcs 
a possible bestiary 
reward loot
the end 
DOn’t affix your end to any specific 
point in time. your players will arrive 
there most often in very interesting 
ways. 
tip: the adventure shouldn’t end.
exploration
fleshing out 
flesh out the beginning, middle, and 
end bullet points 
for each key asset, write a 
paragraph (or a stat block, or…) 
tip: never go too deep
why do i stop you? 
I keep saying not to go too deep or 
invest much time in it. why? 
because your players will change it. 
if you need them to rescue a king and 
they kill her, the rest of your story 
might fall apart because dialogue or 
plot devices might hinge on that npc.
design nimbly 
if you design assets instead of the 
whole story, your adventure becomes 
modular. 
adaptable to anything 
you can ditch stuff you don’t need 
this way too.
golden rule 
no one but you knows if things 
change. 
new dm/gms get hung up on the story 
getting away from them. 
if you write in modules it won’t. all 
you need to do is work out how the 
pieces could go back together.
let’s make 
an 
adventure!
Example 
a small town depends on a nearby 
silver mine for its livelihood. 
the mine has been taken over by earth 
elementals. 
pcs figure out why, stop it, return 
mine to town. 
that’s it
yeah, that’s it 
that’s how i write 98% of my games. i 
get an idea, jot down the start, 
middle, and end, and toss in a monster 
type. 
rather that writing all the connective 
tissue now, i flesh out each bullet. 
let’s do that right now
the beginning 
the town is called Hawklode 
there are ~200 people living there 
mayor is a quiet woman who has a 
stutter when she gets nervous (which 
she is because of the loss of $) 
offer her favour as payment
the middle 
next, i’d draw up the mine/dungeon 
using something like evernote and the 
pathfinder srd, record the stats for 
the earth elementals 
do they find any cool loot in the 
mine? put it in evernote. 
extra credit: why are the 
elementals doing this?
the end 
the players discover the elementals 
are sentient and were at one time used 
as slave labour by the town to dig out 
the mine. 
they dug into an anti-magic pocket that 
put them into a deep sleep. now that the 
pocket is dissipating, they’re waking up 
and want revenge on the town. 
Resolve that in town.
reminders
quick list 
don’t waste time writing the 
adventure absolutely 
put down key points and flesh them 
out separately 
write them so the pcs could 
approach them in any order
Don’t rely on pcs 
don’t rely on specific pcs for and 
resolutions. 
If they die and you need them for a 
puzzle, the whole thing can be 
ruined. 
pcs are like cats. herding them to a 
goal is almost impossible.
modularity 
Modular design lets you change the 
entire adventure immediately if need 
be. 
be adaptable and relax if things “go 
wrong” 
ie: the pcs don’t bother to find out 
that the elementals were slaves and 
just destroy them.
add magic
get crafty 
you can add unexpected flavour to 
the adventure in a bunch of ways: 
adopt the mayor’s nervous stutter 
when you talk to the pcs. don’t stop. 
go to a craft shop and get some 
silver paint and paint some rocks 
and put them on the table prior to 
the session to set the mood.
get crafty 
instead of drawing your mine out on a 
battle mat, take those same rocks 
and use them as key features in the 
dungeon (maybe a cave-in or a central 
spire in the middle of a large 
chamber) 
serve silver candies
get crafty 
adopt a gravelly voice for the earth 
elementals in case the pcs talk to 
them. 
maybe one of the pcs’ backgrounds 
mentions silver. weave it into this 
story in a subtle way. 
ie: their parents were silver traders 
who went missing. crates with the 
family biz logo on them are nearby.
linking pcs 
each session should revolve around 1 
or 2 different pcs than last time 
plot 
loot 
don’t leave anyone behind over time
weaving magic 
drop hints to pick up on later 
use lots to keep them guessing 
source (or create!) artwork, maps, 
props, letters, costumes, battle 
terrain, soundtracks and sound 
effects
one two skip a few 
every few sessions, try to do 
something completely new 
eG: wagon chase
talk it out
refinement 
once you’ve got your modular pieces 
in place, refine them 
intro the session aloud in the car 
on the way to work. 
narrate the entire adventure/ 
session as you would to the pcs 
get a voice recorder if needed.
feedback 
after each session, especially when 
you do something brand new or 
unique, ask the pcs what they thought. 
mix up the challenges in your 
adventures. you don’t always need to 
fight things. consider a pulley 
system puzzle in a mine or a cave in 
(natural) trap to deal with.
q&A?
quests 
from 
scratch
keep in touch! 
@mathewh 
mathewhoy@gmail.com

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Rpg adventures from scratch

  • 2. Mathew hoy ! @mathewh mathewhoy@gmail.com
  • 4. foundations breaking up exploration let’s build! reminders add magic talk it out q&A?
  • 6. My game I’m running a multi-session, ongoing adventure with 8 players at once. one overarching plot timeline all players were forced to write a background if they didn’t or were too vague, they’re at my mercy (bwa-ha-ha!)
  • 7. your game what are you running? A big, multi-session game like i am? strung-together stories? just getting into it? no wrong answers here.
  • 8. taking a break Sometimes it’s fun to break up the story with a side quest or 2 How? go away from your main storyline in an obvious way slip away by running your game so that there are always avenues for side quests
  • 10. not hard to do find an idea for your side quest: One of your pc’s backstories mentioned something you can delve into you had a sudden rush of inspiration on the bus ride to work you just get a rush of inspiration and have to figure out how to do it watch a movie, read a book (meh…)
  • 11. refining ideas Begin to explore your idea and flesh out a quick base for the story write a paragraph that describes “the main scene” find some art that shows the item from your pc’s backstory jot down a 1-sentence elevator pitch to describe it
  • 12. the skeleton Build a skeleton for the adventure by writing three key things down: the start The middle The end
  • 13. the start The start is how you begin the game. this should be the only chance you have to be 100% rigid in how the adventure will work out. you control every part of this phase. make it an epic intro, about 1 paragraph in length (unless your players like narrative)
  • 14. the middle the middle of your adventure should be a series of bullet points: the key location some key events that will happen the key npcs a possible bestiary reward loot
  • 15. the end DOn’t affix your end to any specific point in time. your players will arrive there most often in very interesting ways. tip: the adventure shouldn’t end.
  • 17. fleshing out flesh out the beginning, middle, and end bullet points for each key asset, write a paragraph (or a stat block, or…) tip: never go too deep
  • 18. why do i stop you? I keep saying not to go too deep or invest much time in it. why? because your players will change it. if you need them to rescue a king and they kill her, the rest of your story might fall apart because dialogue or plot devices might hinge on that npc.
  • 19. design nimbly if you design assets instead of the whole story, your adventure becomes modular. adaptable to anything you can ditch stuff you don’t need this way too.
  • 20. golden rule no one but you knows if things change. new dm/gms get hung up on the story getting away from them. if you write in modules it won’t. all you need to do is work out how the pieces could go back together.
  • 21. let’s make an adventure!
  • 22. Example a small town depends on a nearby silver mine for its livelihood. the mine has been taken over by earth elementals. pcs figure out why, stop it, return mine to town. that’s it
  • 23. yeah, that’s it that’s how i write 98% of my games. i get an idea, jot down the start, middle, and end, and toss in a monster type. rather that writing all the connective tissue now, i flesh out each bullet. let’s do that right now
  • 24. the beginning the town is called Hawklode there are ~200 people living there mayor is a quiet woman who has a stutter when she gets nervous (which she is because of the loss of $) offer her favour as payment
  • 25. the middle next, i’d draw up the mine/dungeon using something like evernote and the pathfinder srd, record the stats for the earth elementals do they find any cool loot in the mine? put it in evernote. extra credit: why are the elementals doing this?
  • 26. the end the players discover the elementals are sentient and were at one time used as slave labour by the town to dig out the mine. they dug into an anti-magic pocket that put them into a deep sleep. now that the pocket is dissipating, they’re waking up and want revenge on the town. Resolve that in town.
  • 28. quick list don’t waste time writing the adventure absolutely put down key points and flesh them out separately write them so the pcs could approach them in any order
  • 29. Don’t rely on pcs don’t rely on specific pcs for and resolutions. If they die and you need them for a puzzle, the whole thing can be ruined. pcs are like cats. herding them to a goal is almost impossible.
  • 30. modularity Modular design lets you change the entire adventure immediately if need be. be adaptable and relax if things “go wrong” ie: the pcs don’t bother to find out that the elementals were slaves and just destroy them.
  • 32. get crafty you can add unexpected flavour to the adventure in a bunch of ways: adopt the mayor’s nervous stutter when you talk to the pcs. don’t stop. go to a craft shop and get some silver paint and paint some rocks and put them on the table prior to the session to set the mood.
  • 33. get crafty instead of drawing your mine out on a battle mat, take those same rocks and use them as key features in the dungeon (maybe a cave-in or a central spire in the middle of a large chamber) serve silver candies
  • 34. get crafty adopt a gravelly voice for the earth elementals in case the pcs talk to them. maybe one of the pcs’ backgrounds mentions silver. weave it into this story in a subtle way. ie: their parents were silver traders who went missing. crates with the family biz logo on them are nearby.
  • 35. linking pcs each session should revolve around 1 or 2 different pcs than last time plot loot don’t leave anyone behind over time
  • 36. weaving magic drop hints to pick up on later use lots to keep them guessing source (or create!) artwork, maps, props, letters, costumes, battle terrain, soundtracks and sound effects
  • 37. one two skip a few every few sessions, try to do something completely new eG: wagon chase
  • 39. refinement once you’ve got your modular pieces in place, refine them intro the session aloud in the car on the way to work. narrate the entire adventure/ session as you would to the pcs get a voice recorder if needed.
  • 40. feedback after each session, especially when you do something brand new or unique, ask the pcs what they thought. mix up the challenges in your adventures. you don’t always need to fight things. consider a pulley system puzzle in a mine or a cave in (natural) trap to deal with.
  • 41. q&A?
  • 43. keep in touch! @mathewh mathewhoy@gmail.com