How to use the Tabletop Adventure Generator.
Plan situations and possible responses instead of one mandatory player path. Include clues that can be discovered in more than one way.
Make the workflow fit your task.
Set the session length, central problem and the participants' available choices. Prepare locations, clues and likely responses, giving more than one path to information needed for the scenario to continue.
- What you provide
- Party level, setting and session length.
- What you get
- Adventure outline with encounters and player choices.
See the input and the result.
Illustrative input and output · a teaching example, not a live WebAct run
Example input
Prepare a short investigation about a missing village bell. It is hidden in a flooded mill. Give three clues and two ways to approach the mill; no combat statistics needed.
Completed example
Clues: - The bell tower's fresh cart tracks lead toward the river road. - A delivery slip at the inn lists the abandoned mill as a destination. - The ferryman heard a bell strike once inside the mill at dawn. Approaches: - Ask the ferryman for a crossing to the dry loading platform. - Follow the river road and secure a rope across the flooded entrance. Resolution lead: tool marks on the crate match the village carpenter's equipment; ask why the bell was moved.
Load this input into the prompt, then copy it to WebAct to try the task. Your result may differ from the illustration.
Decisions and troubleshooting.
Should an adventure plan predict every player choice?
Prepare flexible situations and consequences. A few motives and usable clues help you respond more effectively than a single rigid route.
What if players miss the essential clue?
Offer another plausible route to the same information. Avoid making progress depend on one hidden detail or one successful roll.
Try it with your own source.
Replace the example with your material in the task prompt. Keep the requirements you need, then copy the task into WebAct.
Customize and copy the task ↑