Familiarity with game mechanics and a game’s setting seems like obvious prerequisites to write an adventure.
I am not saying it is not. However, it is not. Not really.
It takes a brave person to write an adventure for a game and world with which they may only have passing, limited, or superficial knowledge. However, it is certainly doable.
Writing a one page adventure certainly requires some skill. The author must balance plot, content, directions, and anything new and unique, very efficiently. This is a difficult balance in most writing, whether it is a one page adventure, or a 6500 word research paper, and probably campaigns, novellas, setting books, and so on. The difference I am curious about here, is that the one page adventure format does not, necessarily, require substantial knowledge and familiarity with the world or mechanics of the game.
In fact, one may venture that lack of familiarity and knowledge can give more room for an interesting and exciting adventure. Of course, knowledge of certain basic concepts of the system and tropes of the setting is beneficial, but as long as the story stays within the limitations of the setting, and avoids too specific or rules heavy focus in plot and writing, then a great story may still emerge! In fact, it may be unfettered by preconceptions and dogmas of the setting (and game system), which ultimately, may be more enjoyable to play.
A scene about the player characters meeting someone with a mission for them to undertake, is universal. In the Expanse, it could happen on a ship, an asteroid, a space station, or a colony. Whether the potential employer is a belter, martian, or earther, may matter, similarly if they represent an individual, corporation, or state agency. It depends on what the mission is about. The lack of FTL and artificial gravity generators are key limitations in the Expanse, that provide storytelling opportunities, and may or may not be relevant to the story you want to tell. The reliance on thrust gravity may also be a key plot device.
An encounter where the players are to infiltrate a space station or building does not require lengthy texts with rules and target numbers written out. A description like “a simple electronic lock” or “an advanced high-tech locking mechanism” are sufficient to give GMs an indication about ability (focus) and target number. Piloting a ship through a natural cave in a revolving asteroid, may be described as “navigate the ship through an imposing cavern.” Even NPC stats can be left to description (obviously trained, lethal, dangerous, amateurish, hesitant, brutish, etc), allowing the GM to determine on the fly the challenge level they want to throw at their players.
A way to call out these descriptors could be to write them in bold or italics, to call attention to the descriptor, thus providing the GM with an indicator of skill, difficulty, or danger.
Using these simple tricks, one can still create interesting stories and scenes that do not rely on the rules of the game, freeing the writer and GM from those determinants. Also, it can make the writing of your one page adventure easier and more story and plot focused. The lack of setting knowledge may of course be a larger obstacle, however, not all stories must revolve around the protomolecule, belter subjugation/oppression, martian supremacy, or earth coming first. Keeping it simpler, focusing more on other aspects of a science fiction world with something that looks and feels more realistic (i.e., no faster than light travel, or machines that produce gravity from nothing, etc), will do the trick. Whether it is a hostage situation, space trucking, a race, or an ambush in an asteroid field.
Originally written and posted on 26 September 2023.
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