Main Page Go to Short Stories Go back to Articles Go to Comics Go to Continued Series Go to Editorial Go to New Series

Show All | Week 1 | Week 2 | Week 3 | Week 4 | Week 5 | Week 6 | Week 7 | Week 8 | Week 9 | Week 10 | Week 11 | Week 12 | Week 13 | Week 14 | Week 15 | Week 16 | Week 17 | Week 18 | Week 19 | Week 20 | Week 21 | Week 22 | Week 23 | Week 24 | Week 25 | Week 26 | Week 27 | Week 28 | Week 29 | Week 30 | Week 31 | Week 32 | Week 33 | Week 34 | Week 35 | Week 36 | Week 37 | Week 38 | Week 39 | Week 40 | Week 41 | Week 42 | Week 43 | Week 44 | Week 45 | Week 46 | Week 47 | Week 48 | Week 49 | Week 50 | Week 51 | Week 52 | Week 53 | Week 54 | Week 55 | Week 56 | Week 57 | Week 58 | Week 59 | Week 60 | Week 61 | Week 62 | Week 63 | Week 64 | Week 65 | Week 66 | Week 67 | Week 68 | Week 69 | Week 70 | Week 71 | Week 72 | Week 73 | Week 74 | Week 75 | Week 76 | Week 77 | Week 78 | Week 79 | Week 80 | Week 81 | Week 82 | Week 83 | Week 84 | Week 85 | Week 86 | Week 87 | Week 88 | Week 89 | Week 90 | Week 91 | Week 92 | Week 93 | Week 94 | Week 95 | Week 96 | Week 97 | Week 98 | Week 99 | Week 100 | Week 101 | Week 102 | Week 103 | Week 104 | Week 105 | Week 106 | Week 107 | Week 108 | Week 109 | Week 110 | Week 111 | Week 112 | Week 113 | Week 114 | Week 115 | Week 116 | Week 117 | Week 118 | Week 119 | Week 120 | Week 121 | Week 122 | Week 123 | Week 124 | Week 125 | Week 126 | Week 127 | Week 128 | Week 129 | Week 130 | Week 131 | Week 132 | Week 133 | Week 134 | Week 135 | Week 136 | Week 137 | Week 138 | Week 139 | Week 140 | Week 141 | Week 142 | Week 143 | Week 144 | Week 145 | Week 146 | Week 147 | Week 148 | Week 149

Neopia's Fill in the Blank News Source | 23rd day of Eating, Yr 26
The Neopian Times Week 83 > Articles > NeoAdventuring: Tips for Adventure Masters

NeoAdventuring: Tips for Adventure Masters

by zeekslider

Untitled Document GAMES ROOM - Even though it is still in it's infancy, the Neopian Adventure Generator has already a huge following. Players and creators alike are flocking to this newest feature. But what is it you do with this new feature that has made its way into the Game Room as well as the Chat Boards?

Well, you have two options. Depending one what you pick, you can either have a really hard time with it (which can be worthwhile in the end) or a really easy-yet-driving-on-your-patience time. The later of the two is probably the most straight forward and needs no explanation. All you do is just select a story, read it, and then follow what's on the screen.

The other is what I'm going to attempt to tell you about in this article. Before I tell you some tips however, a history lesson is in order! I know, most of you out there are going to hate me for this, but you'll thank me later.

Before there were video games and even Neopets, there were games in books called Adventure Books. Some of these are still around if you look hard enough at your local book store or even at a thrift store! They were pretty much like the RPGs (Role Playing Games) of today. You read the book as a character, either yourself or as someone in the story. You read to a certain point. Then you were faced with a decision. Depending on what you wanted to do, the story changed or you got information that was needed to get the "good ending." There were several "bad endings" or dead ends in these stories similar to how you get game overs in video games. It is because of these Adventure Books we have video games, namely RPGs.

Okay, so what does this information have to do with how to write one? Everything! I've played some adventures, and I must say, I can tell when someone has put a lot of time and effort into it or when someone just hatched something together and hopes for a high rating. Here are my tips as a former Five-star Number-one-slot Adventure Master (that's what they call the person that wrote the adventures way back in the day).

Tip 1: Set up a main character.

The easiest way to set up a main character is to make the reader the hero or villain of your adventure. Doing this, the rest will be easy to do. If you want to add a little more spice to the mix, make your main character have some kind of sidekick or a small party that hangs around either guiding or misleading your reader. Without a main character, your story will fail. It is one of the two key parts to any story.

Tip 2: Have a plot already in mind when you start.

This is the second key part to any story. Without it, you don't even have a story! The best suggestion I have here when creating an adventure is this. START FROM THE END AND WORK YOUR WAY TO THE BEGINNING! Set up your good ending first. You don't have to write it right away, but make sure you have one already set up. Let's use our main-character-with-a-sidekick example from the last tip. So what is it you want these two to find? How about a treasure? That always works. What kind of treasure? Enough Neopoint to last them a lifetime! Yeah, that sounds good, but they need to get to it somehow. How about they have to fight a dragon to get it? Okay, but how will they find the dragon? And so on. Working the plot this way from a writers standpoint will help you out greatly in the end. It will also make the flow of the plot a little bit better and a lot less thrown-together.

Tip 3: Choices, choices, choices.

Make sure you have choices in your adventure. This is suppose to be an Adventure, not a story. You are suppose to be actively doing something like invading a castle or hunting down Jellyworld. Do NOT make the reader have to read page after page of text and not let him or her do anything in the end. This isn't a "Make your own story" game. This is a "Make your own ADVENTURE" game. Besides, it's no fun when you can't choose how you want to invade Skarl's Castle because the person writing it already tells you that your party attacked from behind instead of from the front. With choices to make, it makes the story more interactive. If your invasion fails, that's because it's the fault of the reader. It shouldn't be that the reader automatically fails without choice. Another way of thinking about it is like life itself. You know, I didn't have to write this article, but I chose to do so. In your story, the reader doesn't have to invade the castle if they don't want to, so make sure that you have the option open.

Tip 4: Don't be afraid to put Dead Ends!

A lot of adventures I've seen don't really have many Dead Ends. One adventure I came across had a page that acted like a Dead End, but in reality, it wasn't. People, there's a reason why we have those check boxes on the New Page page that say Finish Line or Dead End. Whenever your reader does something that you, the Adventure Master, doesn't want him or her to do, you put in a Dead End. Let's go back to the Dragon's Treasure example again. Do you want to slay the dragon that's protecting the treasure yourself, or have your sidekick do it? Well, you being the creator and Adventure Master of this story don't want the reader to send out the sidekick alone into battle so you may put a dead end saying something like "Your sidekick, being weak without your help, ends up losing to the dragon. You are unable to defeat the dragon by yourself and are unable to get the treasure." The bottom line is that it's your story and you can conduct how the reader gets through it. Hey, for all I know maybe killing the dragon for the treasure could be a bad thing! You decide the outcome.

Tip 5: Make the reader think (a little).

I've come across several adventures that don't make me think that much. Some of the choices are so obvious, it's just sad. "What do you want to do? Take the treasure or leave it?" Duh, I want the treasure. "Congratulations, you leave with a million NP and live happily ever after." While rewarding, the reader may feel like it's not rewarding enough. One adventure I came across involved the traditional Riddles of the Tomb gimmick found with most desert and Egyptian tales. One wrong move and you ended up in an alligator pit! With about three questions to answer in that adventure, I was happy when I actually got to the treasure instead of feeling like the adventure was too easy. However, do not do what I did and make your adventure involve so much thinking that you end up killing the brains of your reader! That is... if you don't want to. A good example of this is the murder-mystery adventure where things you come across (or don't if you end up not choosing to look at a certain item) may or may not lead to who is the killer. This example is probably the hardest one for both you as the Adventure Master and the reader. Believe me, I know.

Tip 6: Take your time.

As a general rule with most things, the more time you spend on something, the better it is. The more effort you spend on something, the better it will be. Do not just hatch something together and then lock it up hoping that it will get top place on the Top 40 Adventures page. Without a lot of time and commitment, you won't get that 5 star rating everyone wants. I spent three whole days typing, plotting, editing, planing, reediting, retyping, etc. on my adventure alone! And you know what? If you play it, it shows just how much time I put into it! I'm not saying that my adventure is the best, but some people think it is. Why? Because I put a lot of time into it.

So let's recap. In order to type a good Adventure, you must...

1. Have a main character.

2. Have a plot already set up.

3. Have dead ends.

4. Have some kind of choices that must be made.

5. Cause your reader to think if even only a little.

6. Take your time in writing it.

The idea is yours; the adventure is ours. You are in control; we make the choices. We are either rewarded, or we are defeated. When writing a Neopian Adventure, you direct our paths. It is up to us to find the right ones.


Search :
Other Stories

Over the Lava Ball and Into a Superheated Rock
Have you ever found yourself flying in a super hot volcano, only to wind up ashes within seconds?

by jsm_tbird


Multiplayer Competitions: An Exercise in Frustration
There are steps that both the people at Neopets and the players themselves can take to make it more fun and enjoyable...

by smartys123


Gambling on Success: Part 2 The Make Your Own Luck Way
So what is the real difference between pure luck games and make your own luck games? It's quite simple.

by stoneman3x


Priceless Popularity Problems
Who wouldn't want to become famous in Neopia, right?

by sillygirl_543


Neopets | Main | Articles | Editorial
Short Stories | Comics | New Series | Continued Series | Search