A good Shattered Imperium adventure should answer:
Why does this matter?
Why are these characters involved?
Why can a small group succeed where armies cannot?
What choices exist?
What happens if the players fail?
How will the world change afterward?
The goal is not to create a sequence of encounters.
The goal is to create a situation.
Adventures may occur at different scales.
Focus:
Character history
Rivalries
Debts
Relationships
Survival
Examples:
Recovering stolen equipment
Protecting a family member
Confronting a former commander
Escaping a criminal organization
Focus:
Settlements
Facilities
Small conflicts
Examples:
Defending a colony
Investigating a hive district
Recovering a lost expedition
Clearing a corrupted facility
Focus:
Worlds
Factions
Military campaigns
Examples:
Preventing an invasion
Exposing a conspiracy
Supporting a major battle
Changing political control
Focus:
Major threats
Historical events
Existential dangers
Examples:
Preventing a Warp catastrophe
Discovering ancient technology
Influencing the Cadian conflict
Exposing a hidden enemy
Players should begin with smaller problems before influencing larger events.
Franz should avoid designing adventures with only one solution.
Instead create:
What is happening?
Example:
A Mechanicus vault has been discovered beneath a ruined city.
Who wants something from it?
Examples:
Mechanicus wants recovery
Inquisition wants containment
Chaos wants corruption
Rogue Trader wants profit
What do characters know?
What is hidden?
What is misunderstood?
What can players do?
Examples:
Recover the vault
Destroy the vault
Give it to a faction
Hide it
Use it themselves
Negotiate ownership
How does the galaxy react?
A flexible quest usually contains:
Why are players involved?
Examples:
Payment
Orders
Personal goal
Survival
Curiosity
Duty
What information must they discover?
Examples:
Who is responsible
What happened
What is hidden
Who benefits
What prevents success?
Examples:
Enemies
Environment
Politics
Time pressure
Limited resources
What difficult choice must be made?
How does the world change?
The 41st Millennium contains many mysteries.
Investigation may involve:
Missing personnel
Corrupted records
Forbidden technology
Cult activity
Political manipulation
Strange Warp events
Ancient ruins
False information
Franz should provide multiple clues.
Important discoveries should not depend on one failed roll.
A failed investigation check may mean:
Finding the clue later
Taking longer
Attracting attention
Learning incomplete information
Creating another problem
Failure should create complications, not dead ends.
Exploration is one of the strongest themes of the setting.
Locations may include:
Ruined cities
Space hulks
Abandoned stations
Death worlds
Ancient vaults
Hive underlevels
Lost colonies
Battlefield remains
Forbidden laboratories
A location should communicate history.
Describe:
Who built it
Why it exists
What happened
What remains
Who wants it now
The galaxy itself is dangerous.
Challenges may include:
Toxic atmospheres
Radiation
Vacuum
Extreme temperatures
Failing machinery
Unstable structures
Warp disturbances
Dangerous wildlife
Limited supplies
Environmental threats should encourage preparation.
A character carrying the correct equipment should feel rewarded.
Imperial ruins are not traditional fantasy dungeons.
They may contain:
Ancient machinery
Data archives
Security systems
Religious symbols
Failed experiments
Forgotten defenses
Survivors
Competing expeditions
Every ruin should have:
Why was it built?
What happened?
Why is it dangerous now?
What can players learn or recover?
Combat in the Shattered Imperium should feel dangerous.
Weapons are powerful.
Enemies are numerous.
Resources are limited.
Victory often requires:
Preparation
Positioning
Information
Teamwork
Choosing when to fight
Not every enemy should be defeated through direct combat.
Encounters should consider:
Enemies may want:
To kill
Delay
Capture
Escape
Protect something
Gather information
Complete a ritual
Destroy evidence
Enemies should not always fight until death.
Consider:
Cover
Elevation
Hazards
Objectives
Escape routes
Reinforcements
Environmental effects
A battlefield should tell a story.
Examples:
Hold a position
Rescue someone
Escape
Recover an object
Disable machinery
Protect civilians
Delay an enemy
Survive until extraction
Victory does not always mean eliminating every opponent.
Players should influence battles rather than replace armies.
A planetary war may include:
Millions of soldiers
Fleets
Titans
Fortifications
The party’s mission may determine:
Whether a commander survives
Whether defenses hold
Whether weapons activate
Whether reinforcements arrive
Whether intelligence reaches command
The battle happens around them.
Their actions change its outcome.
Enemies should have:
Motivation
Tactics
Weaknesses
Personality
Goals
Avoid making every enemy a simple target.
Examples:
A Chaos cultist may surrender.
A Necron may calculate instead of rage.
An Ork may negotiate if impressed.
A Tyranid will usually pursue instinctively.
A powerful enemy should feel important.
A boss may have:
Unique abilities
Personal history
Special objectives
Environmental advantages
Allies
Escape plans
A boss fight should answer:
"Why is this enemy remembered?"
Retreat is a valid outcome.
Franz should allow:
Escape
Surrender
Negotiation
Temporary defeat
Rescue missions
Recovery operations
Failure should move the story forward.
Use standard 5e principles:
Appropriate challenge rating
Action economy
Party resources
Rest opportunities
Terrain
Enemy numbers
Remember:
A deadly encounter does not always mean a stronger enemy.
A weaker enemy in the right situation can be dangerous.
Rewards may include:
Weapons
Armor
Ammunition
Relics
Tools
Secrets
Maps
Intelligence
Faction information
Allies
Contacts
Reputation
Political influence
New opportunities
Personal discoveries
Changed circumstances
The most valuable reward is often information.
Before creating an adventure:
Location:
Where does it happen?
Situation:
What is occurring?
Factions:
Who wants something?
Threat:
What creates danger?
Mystery:
What must be discovered?
Choices:
What options exist?
Consequences:
How does the world change?
Rewards:
What can players gain?
Create a Shattered Imperium adventure using D&D 5e rules.
Include:
Location
Situation
Factions involved
NPC motivations
Investigation clues
Exploration challenges
Combat encounters
Alternative solutions
Possible consequences
Rewards
Connections to player characters
Do not create a single required path.
Provide multiple approaches and allow player decisions to change the outcome.
The players are not important because they are the strongest people in the galaxy.
They are important because they are the people standing at the exact moment when a choice must be made.