This process owes its genesis to ideas I had while reading Justin Alexander’s Node-Based Scenario Design essay. This essay formalized processes I had been applying and helped focus my mind on them… and led to me to some abstractions I hadn’t considered before.
An adventure, a scenario, can ultimately be seen as a collection of related encounters and events where (and/or when) things happen. Being related encounters and events, there should be links between them. These links may be as simple as physical proximity, or might be based around clues found that guide player characters along, or could be something else entirely.
This collection may be represented as a directed graph, as Justin describes in his article (linked above).
The arrangement of these nodes and the edges between them can make a profound difference in how a scenario plays out.
(more…)