There are some things you have to keep in mind, when you're writing a story.

- Level of the PC's.

- A good balance.

- Logical assignments

- A good introduction.

- The use of NPC's.

- Writing dialogues 

- Using Riddles

- Time limit.

- The ultimate villain

- The Monster list 

- Using Maps

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How to create a Story

Making a story (or scenario) is a time consuming, but fun thing to do. Anything is allowed to make the Adventure and write the story. It has to be fun for the players to play a Gaming session, but it has to be rewarding for the Games master as well. The more time you spend on writing a good storyline, the better the Game will be.
These pointers on the left side of this page are important to keep in mind. Click them and they will be explained below.

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The level of the players.
The level of the PC's (or playing characters) is self explanatory. You shouldn't put level 6 monsters in a Game for level 1 players. It's just too heavy. You will have to find a balance between the skill of the players and the strength of the monsters. It's no fun for a level 1 player to fight a level 2 Minotaur. A Minotaur can do up to 6 hit points of damage in one blow (most level 1 players have 5 to 8 hit points, depending on their character), so where is the competition in that ?? No, it's better to start with some rats, spiders or goblins to sharpen their swords. Later on you can introduce some monsters with a bit more muscle, like skeletons, Ogres, Orcs and the like. While I'm writing this, I realize, I also have also explained the second pointer. 
KEEP A GOOD BALANCE !!!

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There has to be a logical assignment in the story.
Of course, there has to be a logical assignment in the story. What's the point in walking around on a board, throwing dice and fighting monsters, if there's no reason behind it ?? You don't have to use difficult assignments at first. Simple ones work better. Normally I take 1 or 2 simple things to do, and use them in the introduction of the Game. For instance: find a certain object or person. Or: take this object and take it to a certain person. You know what I mean? Keep it simple at the start. Later on in the story, you can use the more difficult stuff, as long as it has something to do with the story line. The assignment, you give at the start of the game (in the Introduction) will only be used to get the Players started in the Adventure. You first have to write a story line, including a background story and a BAD GUY. You can reveal a bit of the story line in the introduction, so the players have a bit of an idea what they are going to do (most of the time killing a villain, or solving a mystery). Normally the players have to be persuaded to take the assignment, so you can promise them a reward (Money, weapons, Magical items, etc.). You have to use a location for the setting of the story and a location where you can start the game (Usually an Inn, tavern or a bar). To start an adventure, you could use the City map on our download page. It includes a tavern, shops and a temple). To get some ideas for locations, you can  also check the World section on our website for the world and history in which the game is located, but of course you are free to make up your own setting.
[if you want some examples of stories, check our Scenario section. Here you will find complete stories, including maps and special instructions]

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A good introduction.
A good introduction is important to get the game going. On the previous page (How to get a game started), I've explained the way to launch the story and get the game started, so I won't waste your time on that.

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Using None playing Characters (NPC's).
Now this is a very important part of the game!!! None playing Characters (which I will call NPC for the rest of my explanation) are a way for a Games Master to tell the story. I have to explain who or what a NPC is. Well, a NPC is a character who is living his own life in the gaming world. They do their own thing. They eat, drink, work and sleep. And they even go to the toilet, just like normal people. But they are also a part of the story. They are the ones who tell the players where to go. They can give the assignment at the introduction. It can be an innkeeper who pours the beers in the tavern and tells the latest gossip. A weapon smith who can tell stories about marvelous and lost ancient weapons. A priest, who tells the heroes about a dark and evil cult in the surrounding forest, etc. I.E. They are persons who are used by the Games Master to give the story some color and to make the game seem more alive. You can use NPC's to help the players if they get stuck somewhere, but you can also use them to give false information to the players (especially if they are going to fast in the Game). NPC's have their own little background story. A Games master has to have few NPC's up his sleeve. He plays all these NPC's with different voices, habits and the works.

For instance a friend of mine has his own NPC who pops up in nearly every game we play. It's a monk, who is drunk most of the time, and his name is Trapistin (named after a great Belgian beer). When it's useful to the story, my friend introduces him to give the players some hints, or give them false information. But he does this so well, that you're never sure if he is helping you, or not.

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Using dialogs in the story.
If you are writing an Adventure, it is very useful to write some dialogs as well. For example, you use several NPC's in the game, and they all have to say something (or they wouldn't be non PLAYING characters). Most of the time, you use about 3 or 4 NPC's. You don't have to write all dialogs for them, because the players will ask the NPC all kinds of questions (and they will ask things, you did not think about (mark my words!). But you can write the dialogs, to introduce your NPC in the Game (like I did in the part of Introducing a Game).
Write down some pointers, in which you note what your NPC is like and what he is doing in the Game. (Who is he?, what does he do for a living?, Where is he from? etc.) These pointers will help you to improvise your dialog for this character. You see: Being a Games master, is improvising a lot. You have to adapt at any situation the players offer you. So this is why I have stated before: Whatever happens, use the story as a guideline to play the Game, don't use it as a way to defend you vision on the Story.

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Using riddles.
This is the best thing about writing you own adventures. Here you can release your dark side to give the players a hard time. Riddles are used to give the players something more to do then just killing monsters. They can vary from simple "switch" riddles (what happens if the players pull a switch in a room, or a series of switches) to difficult mind braking riddles (like cryptograms). It all depends on what you think the players can handle. For level 1 players, you don't have to use very difficult riddles because they are mostly occupied with the rules,  how to handle combat and so on. Easy "switch riddles" and simple mysteries are just the thing for level 1 players. Later on, you can introduce the more difficult puzzles. In a normal game, there are about 5 or 6 puzzles and riddles who all vary in difficulty. You can hand out notes (with riddles and puzzles) during the Game in all kind of fancy "Secret" Runes, or writings. They can be found all over the internet in various Font types. We have also a few Font types in our download section. Cracking the "Runes" is a puzzle by itself and can occupy the players for quite a while.

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Time limit.
This is also important when you are writing your own adventures. Most sessions will take about 2 or 3 hours, but can take a lot longer. It all depends on the circumstances. Sometimes it takes a lot of time rolling the dice. Or you may have made the riddles in the adventure too difficult, and it takes the players too much time to solve them. That is why you mainly write short stories, with a few little assignments and a few riddles. Don't be afraid to cut a bit into the story if everything takes too long. Try to keep your time limit. When you have set your limit to 3 hours and see you're not going to make it (or the players loose attention because things take too long), start to speed things up by losing the riddles you have left for the rest of the story, and skip a level or 2, so the players can end the adventure by killing the villain or solving the mystery. You can use everything you skip from the story in a future adventure. It saves a lot of time on the preparation of your next adventure, when you don't have to make several levels and riddles. You can mold the "Leftovers" into your next adventure after making them suitable for your story (rewrite them a bit to fit into the new story, and you have saved yourself a lot of time). When you see the players are still hungry for more, play the game as you intended it and leave your set time limit for what it is. 

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The Ultimate Villain.
This is also a very important part of the story. Most of the time you link the story to a Bad guy, who is a threat to certain people or places. Conjuring up a few standard monsters will not be enough to make a mystery and entertain your players. There has to be a Villain involved. Orcs, skeletons and the like don't act on their own, and have someone who commands them or uses them for his/her evil purposes. It might be a good idea to create 1 or 2 ultimate villains who pop up occasionally. You shouldn't use them on every adventure, but you can use them for certain adventures which are linked by these kind of Evil personalities. (check the Scenario page; the adventure "The Sword of Yarnack" gives a good example on this). When you are creating a Villain, you have to write a motivation and a background for him. If you work out his background, you will see that a great storyline will come by itself. Using a returning Villain means you have to think of a way for him to disappear at the end of the adventure. You can do this by giving him a vanishing Spell or a secret passage that closes after his disappearance. Whatever you do, let the players do battle with him before he leaves the scene or the players will be disappointed and will have an unsatisfied feeling at the end of their quest.

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Monster list
In the Download section you can find the monster list. On this list you can find the standard monsters used in the Game, with all their statistics up to level 10. These monsters can be fitted into the story to give the players a bit of a challenge. As said in the previous chapter (Level of players) you have to adapt the level of the monsters to the level of the players. This does not mean that you can't put some stronger monsters in the Game, but you have to take care not to disrupt the balance. At the beginning of the adventure you introduce some lame monsters like Goblins, Rats and some level 1 Orcs and gradually introduce some stronger (or higher level) monsters to keep things interesting. It's no fun for the Players to start a Game fighting monsters which are too strong, making them lose to many life points at the beginning of their quest. When you are writing your first adventure you don't have the experience to make a good balance. Don't worry about this and just put your monsters where you want them to appear. While playing you can adapt to the Players strength and remove or introduce monsters where you think they are needed.

While playing you should always keep the monster list at hand, to see how many experience points the players will get for killing monsters. The best thing you can do, when you're using special- or higher level  monsters, is to write them in the scenario you are using, including special bonuses (or treasure) and  statistics for these monsters.  

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Using Maps
When you're creating  your own Adventures, you will need an environment where all things take place. You can check out our background of Calania to use as a setting for your campaigns. The best way to keep track of things is to use maps on which you draw your levels, place your monsters and treasures. In our Download section you can soon find a map generator which makes this a lot easier (Sorry, but we are still working on this). The monsters can be noted on each level, where you want them to appear. This also goes for treasures, chests and special events. 

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This was an introduction, on how to become a Games master. Of course we didn't cover everything. There will always be questions or things that aren't quite clear. But don't forget that being a Games master (and certainly a good one), means giving a personal touch to a game of Infinite Quest. Everyone will have a different way to solve problems in a game, but remember to be fair at all times. The players expect to be "entertained" during the Game, so there is no point in quarrelling over minor details. Just keep in mind, that you are the referee and your decisions count. 

You might have any questions or remarks about this section: E-mail us and we'll give you an answer.

 "Just play it fair !!!" and have fun. 

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