Bitter Rivals: Adventure Design Guide

Publisher: Dancing Lights PressIn a Bitter Rivals adventure, the player characters will be called upon to compete against an adversary that is their equal in nearly every way. The nature of the competition can be nearly anything, but is centered on the types of abilities and challenges that the PCs are meant to be the best at. During the course of the adventure, they will have to not only do their best, but find new ways to do better than their rival. By the end, they should not only win, but feel a new sense of empowerment.
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:

Bitter Rivals: 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.

Price: $1.99
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Bitter Rivals: Adventure Design Guide

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