The script
Where adventures are born
If you're not a game master feel free to skip ahead to the Auditions section if you wish. Otherwise, game masters, it falls to you to provide an adventure for the players to play. Whether it's a one off adventure or a campaign that spans months or even years of gameplay it can be a rather daunting task.
Fortunately, there are plenty of resources on the internet. Any adventures written for Risus will work for Playright. With a bit of effort Dungeons and Dragons modules can be adapted to work as well. With a little more effort you can use a movie, book, TV show, or even a computer game as the basis for an adventure. If you really want a challenge you can write your own unique adventure. Whatever the approach here are some game mastering principles to keep in mind:
Keep the story flexible
You’ve come up with a story idea but your players will have ideas too. After all, the player characters are the stars of the show. Let them fill in some of the blanks and shine. It’s easier than trying to fill them in all by yourself.
Don’t get attached to your supporting cast
When player characters interact with the non player characters and villains in the story there will be times when they will elect to do them in. Even when they’re crucial to the plot, it’s ok to let that happen because there can always be more npcs and villains to step up and take on the role of their predecessors.
Cheer for the players
When they do something well, reward their efforts with inspiration points. They are going to need them!
And no matter how doomed they are, you need to be on their side cheering them on; To oblivion and beyond!
They will fail. It's inevitable. Just remember that of all the outcomes, death is not the only one and not necessarily the worst.
Use the character’s name
What better way to keep your players in character then to refer to them by the name of their characters.
If you do elect to write your own stories, here are a few trick to get you on your way:
Adapt an everyday task
Pick an everyday task. Say returning an overdue library book.
Break the task down into steps:
Locate the book.
Go to the library.
Pay the fine.
Return home.
Now take each of these steps and make them hard to accomplish:
Turns out you lent it to a friend and they went away on vacation.
The library is far away and on the wrong side of town.
You don’t get paid until next week and it's already a day overdue.
You could barely afford the cab ride there let alone a round trip.
Finally adapt it to a genre and setting that you would like to use for your adventure. Assuming that this will be an epic medieval fantasy adventure:
The library book could be a spell book that was borrowed from an evil wizard.
The bad part of town could be a tower in the undead woods.
The fine might have to be paid in blood or souls. You get the picture.
Use the five room dungeon technique
The five room dungeon is a pattern for making quick dungeon delves with enough content for a session or two. Although it can literally be five rooms, it usually ends up being five scenes played out in several different locations. The scenes to be played, in no specific order, are:
Entrance with a Guardian
Puzzle or Roleplaying Challenge
Trick or Setback
Big Climax
Reward / Revelation
Make use of the dungeon checklist
No matter how you create your adventures, this checklist is good way to ensure that your story will be entertaining and challenging:
Something to steal
Something to kill
Somthing to kill you
Different paths
Someone to talk to
Something to experiment with
Somthing they probably won't find
And one extra thing:
Something that makes no sense at all
Once you have the adventure you will need to give your players a little direction in order for them to create their characters. They will need to know the genre and setting, which races / species / supernatural beings are allowed, and the limits on clichés.