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The Hero's Quest: Adventure Design Guide
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The Hero's Quest: Adventure Design Guide


The Hero's Quest: Adventure Design Guide will help gamemasters to create and prepare journey-centered adventures for your favorite role-playing game. This book acts as a “beat sheet”, a tool used by writers to outline and plan pivotal elements of a story. It allows them to know where they’re going, gather the research and information they need, and ensure that everything ultimately holds together and makes sense.

This series was created specifically with tabletop role-playing games in mind. It’s designed to work with any setting, genre, or rules system. All you need to do is apply the context provided by your player characters, the game world, and your own adventure ideas. Plug in appropriate encounters and challenges, create the villains, monsters, and non-player characters you’ll need, and you’re ready to play.

This book contains the following:

  • The Hero's Quest: 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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Electrum seller
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File Size:
0.88 MB
Original electronic
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File Last Updated:
November 10, 2019
This title was added to our catalog on October 07, 2019.