Recently I was fortunate to have a super interesting discussion ad-hoc adventure design workshop with S.John Ross, who has some very interesting ideas about adventure design, called High-Trust Trad. Trad meaning non-D&D, non-storygames, which is my sweet spot too (though I'm less purist); high-trust is a bit harder to explain, and I won't be able to do it justice here, but it focuses on the characters and how they approach the problems they encounter, the choices they make, how they interest with the various NPCs, etc. It should be roleplay-heavy, driven by in-game motivation, not by predetermined plot, mechanics or meta-game considerations.
A good HTT adventure is non-presumptive, which means it has no expectations about how the PCs will approach the various aspects of the problem. The adventure is made up of a cluster of problems, and for each problem, it should be trivial to come up with 6 different ways to approach it, and 6 more with a bit of thought. A limited list of options is not good enough.
From how I understand it, an HTT adventure is like a complex machine that's already in motion and will cause suffering unless the PCs can stop it. Which may involve discovering what the problem is in the first place.
S. John Ross's Toast of the Town is a great (and free) one-shot adventure that's a great example of HTT design.
He has a bunch of tools to help him flesh out the problems in his adventures. And he tried to explain them to me, and while I doubt I fully grasp them, I figured I'm going to try to apply them to my campaign ideas. Let's see how far I get.
#HTTRPG #httkingmaker