ARE YOU READY TO LEARN ADVENTURE DESIGN?
Maybe you are a GM who wants to create better encounters, deadlier dungeons or more creative adventures.
Or perhaps you are trying to become a Freelance RPG Designer and want to learn how to construct award-winning games.
Or you could be a gamer who just wants a cool adventure to run for your home game. No matter who you are...
RPG DESIGN CAMP is here for you!
This time we are taking an older adventure, the Silver Box, and letting you adapt, change and add to it to make it awesome!
In the Silver Box a thrilling encounter with highwaymen uncovers a missing artifact that hurls the PCs into an amazing adventure. The chase leads them on a woodland pursuit into a cave complex where the mystery only increases with the discovery of a pile of dead highwaymen. Who killed the thieves? And where is the Silver Box? From there the PCs follow clues to a nearby city and a series of thrilling urban encounters. Finally, in the conclusion, the heroes face off against the real thieves of the Silver Box in a dramatic shipboard battle in the city harbor.
Or does it? Your decisions can and probably will alter the adventure toward new directions.
- Perhaps the whole adventure will take place in the cave complex
- Perhaps the city will turn out to be under siege by a vampire hoard
- Perhaps the conclusion will be atop a floating tower rather than a ship?
The options are limitless and the deciding factor is you! Don’t just run the adventure be part of the design process and choose the adventure!
What is Design Camp?
Design Camp is a collaborative experience where game designers and interested individuals share the process of RPG content creation-- sometimes that means writing a supplement, or an adventure, or setting material, or, like this project, converting a manuscript from one game system to another.
The adventure we're planning to convert is The Silver Box, formerly placed in the Iron Kingdoms setting, and covering a number of urban and wilderness locations with a variety of NPCs. We'll discuss it more in updates.
How does Design Camp work?
We interact with backers through a Basecamp site on the internet (basecamp.com), using that site's infrastructure to chat, email, host files and communicate. We also post here on Kickstarter to provide redundant communication for the project.
You'll have a chance to pitch your own design elements during the process, and vote on submitted elements. If your element wins, you can work with designers to implement it, if you want, or you can leave it to us to make those proverbial donuts.
We work hard to make sure our process is fairly transparent and responsive to backers and their questions. In the end, we want you to understand and feel comfortable with the process of RPG design.
You can do this. We know, because we got our start sitting where you're sitting, and ten years later, we're still designing, publishing, and winning awards. RPGs are for everyone. Designing them can be, too. Hold my dice, I got this. ;)
The brainstorming and discussion portions can be very active, as backers all add their thoughts and ideas to the start of a project. But they're just the beginning. We want you to ride this out to the end, and that means participating as we continue...
Once the outline is created, the base idea is decided, we start pitching specific ideas-- "What about a cult? How should we present this material? What do we need to make this as useful as possible at the table? Do you need more detail? Less detail? Some weird details?" This process is also pretty intense, and a lot of fun. Learning how to pitch and formulate ideas can be very rewarding.
We all met and began working together as patrons of Kobold Press' Open Design projects, way back in 2007 and the Empire of the Ghouls. It's been gangbusters ever since, closing down Indianapolis bars and burning down orc encampments while cracking open planar portals to Yggdrasil.
We've written for Ars Magica, Pathfinder, and Dungeons & Dragons from Third Edition all the way to Fifth. We're familiar with a wide variety of systems and games.
So what are the levels you can choose to support? I'm glad you asked...
Your name in glorious, glorious text. Well, maybe just one "glorious."
These are the goods-- maybe you don't have the time for all that interaction, but you want the final result. This is how you make that happen.
You like your games and your options. This is how you can compare the adventure in two systems while crushing the bad guys and looting their stuff.
Join us at basecamp, participate in the experience and get a PDF! This is the primary option, and we're going to work hard to make sure you get your money's worth.
You want to leave a little bit more of a mark on the project and this is how you're going to do it. At this level, you'll work with us to revise an NPC in the adventure to meet your descriptions. Or you can bring us your iconic player character and we'll include it as a pregen! This can be as hands-on intensive as you want, from saying "I want a human fighter," to having a whole backstory to help us craft the details.
Challenge us! We're professionals! We can take it! At this level, you can challenge the designers with your encounter design idea. Bring us your combination of elements such as monster, terrain, location type...etc. and we will make it work! Conversely, you can throw in your idea as one of the Pitch Rounds to challenge all of the backers!
We're always happy to lend our thoughts and considerations about a personal project, or to run an online game for you, and at this level, you'll get that benefit along with your Design Camp experience.
What happens if the community is super generous and we get the opportunity to work with a bunch of you? Stretch goals, that's what!
Risks and challenges
We've run Design Camp before, and Ben, Brian, and Jaye are veterans of nearly a dozen other patron-based RPG projects. This is all about the experience, and so the risks here are minimal.
We're going to walk you through this process and get you that PDF at the end of things; hopefully, you're going to learn a bit about converting an adventure from one system to another along the way.
What could happen? Well, one of us could get hit by the milk truck. Unlikely, but possible. Space debris could impact us. Again, might happen. With three of us working on this conversion, it should be able to handle events even as catastrophic as either of these. This manuscript is written and prepared for conversion. As long as one of us survives, you'll get your adventure, it just might take us a little longer. Seeing as this is all about learning the process, a slightly longer time spent on that process is actually a good thing for you.Learn about accountability on Kickstarter
- (30 days)