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Dragna's Den: Let's Design a Folk Horror One-Shot (Part II)

Last time on the Dragna’s Den newsletter, we started building What Granny Says, a folk horror one-shot adventure featuring an annis hag, a stolen infant, and far too many Wicker Man references.

Today, we’re going to get a little bit closer to fleshing this adventure out, using our three-act structure template to do so.

But first—let’s talk about memorability.

Part II: The Adventure Cast

What makes an adventure great?

It’s not the plot. It’s not the combat encounters. And it’s not the flavor text.

A great adventure stands on the shoulders of its characters—and, through them, the themes that it evokes.

We’re going to take a quick detour before hitting up the three-act structure and talk about characters. Specifically, we’re going to use the “Faces” and “Themes”/”Threats” concepts found in the Dresden Files Role-Playing Game to build strong, evocative characters with clear motivations, relationships, and roles.

Given that this is a one-shot adventure, we’re going to start by making two Themes and one Threat. A “Theme” is a description of a certain type of narrative that a location tends to support (e.g., “Don’t go down to the docks at night.”). Meanwhile, a “Threat” is a description of a particular entity, be it a creature, a phenomenon, a person, or otherwise, that wants to Make Life Worse for people.

These Themes and Threat will form the structural backbone of our adventure.

Let’s start with a basic Theme: “Granny knows best.” This theme reflects the relationship between Granny, our annis hag, and the child that she’s corrupted using her iron token. Desperate parents may shout, wail, or punish, but Granny’s guiding whispers will always lure a child away from the “proper path.”

Our second Theme is “Outsiders beware.” This theme reflects the town’s hostility and suspicion toward intruders who enter their town.

Finally, we need a Threat: “Birth of a new coven.” Granny wants to create her own hag coven, which is why she needs the kidnapped child—and the PCs’ deaths.

Using these Themes and Threat, we can make Faces for each one.

We’re ready to start.

Part III: The Adventure Structure

Let’s start with Act One: The Beginning.

We begin with The Fuel, our first dramatic question.

Next, the Inciting Incident:

We now move onto The Takeoff, our second dramatic question:

Finally, we arrive at The Threshold, the break into the second act:

Now, the three-act template tells us that the PCs have to immediately reach the Climactic Location upon reaching Act II. But the template, like all tools, is an aid; we aren’t bound to follow it. And there’s a particular scene that I’ve had on my mind since starting this project (which we’ll get to later) that wouldn’t quite fit with the location-oriented structure of the three-act template.

The Break Into Second symbolizes the moment when the PCs move from the “introduction” into the real “meat” of the adventure—when the stage has been fully set and the clock has officially started ticking. As such, here’s what our Break Into Second will look like instead:

As the conversation winds to a close—or if things becomes awkward—Airic excuses himself, claiming that he’s expected to bless a local farmer’s field, in the hopes of staving off the Blight. (This is a lie; he is planning to visit a local farm, but it’s to secretly retrieve and use his own iron token to notify Granny of the PCs’ arrival, not to bless the farm’s crops.)

From here, the PCs have three leads to investigate: Old Bran’s Barn, Greystone Barrow, and the Nettletree Graveyard. That means it’s time for some node-based scenario design, accompanied by judicious use of the three-clue rule.

But unfortunately, that implementation will have to wait until next time, because we’re running out of space in today’s post!

Have no fear—What Granny Says will return and be wrapped up soon :)

Thanks for sticking around, and let me know if you’re enjoying this adventure-building series!

Cheers,
Dragna

This is a new exclusive “blog post” for Silver+ patrons, walking through my process for encounter and/or adventure design. If you enjoyed this experimental “newsletter-style” blog post, be sure to let me know in the comments and/or on the Discord!


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