Back in 2015, I shared Game Structure: Party Planning. This is an incredibly flexible scenario structure that GMs can use to design and run large, dynamic social events without being overwhelmed by their complexity.
In getting ready to run one of these social events — whether it’s a bounty hunter trade conference, a political fundraiser, the Ilvermorny debutante ball, or a pleasure cruise to the center of a Hollow Earth on a flying ship — a GM can certainly pour a lot of prep into them. And the scenario structure is a powerful one which will reward that prep.
But I also included a quick ‘n dirty version of the structure that GMs can use with about 5 minutes of prep when they don’t have a lot of time to pour into it: If a big social soirée crops up in the middle of a session, you can call for a quick break and rapidly get your social event set up.
That’s the situation I found myself in while running Dragon Heist last weekend, and I thought it might be illuminating to walk through how it played out at the table.
(This post will contain copious spoilers for Dragon Heist. I will do my best to make it comprehensible to those not familiar with the campaign, but check out the Alexandrian Remix if you’re feeling lost. Part 1 of the Remix alone should give you enough context to fully grok the proceedings.)
PROLOGUE TO THE OMEN COMING ON
Before we dive in, let’s take a moment to briefly establish the given circumstances of the situation.
The PCs — Kittisoth, Pashar, Kora, Edana, and Theren — had aggressively pursued their investigations into the nimblewrights which were being sold throughout Waterdeep. As such, they had (a) identified Captain Zord, the leader of a small fleet of carnival vessels based out of Luskan, as the person selling them and (b) discovered that Zord, or the Luskans he was working for, had implanted clairvoyant crystals into the nimblewrights and were using them to spy on various noble families and organizations throughout the city. They’d also made contact with a young dragon, Zellifarn, who had also been spying on Captain Zord, and could tell them that the crystal ball the clairvoyant crystals were bound to was located in a submersible underneath Zord’s flagship.
The group had also recently become invested as agents of the Harpers, and therefore felt honor bound to shut down Zord’s operation. As such, they began planning a heist to seize the crystal ball from Zord.
Largely by chance, the night they chose for their operation was Ches 25th. As noted here, this is also the night of the Shipwrights’ Ball, an event that was once a guild celebration, but which has now turned into one of the biggest social events of the Fleetswake festival season.
This is important because, elsewhere in the campaign, Kittisoth had been relentlessly flirting with Renaer Neverember (the young noble that the PCs had saved several weeks earlier). And I had decided that Renaer was going to ask Kittisoth to attend the Shipwrights’ Ball with him.
This was a great complication for the planning of their heist, so I fully embraced it.
All of which leads us up to the current situation:
- Theren and Edana, using a stockpile of invisibility and waterbreathing potions that the group had used all their resources to acquire, would infiltrate Captain Zord’s ship and steal the crystal ball.
- Pashar and Kora would provide what support they could from the shore (and be ready to step in if the shit hit the fan).
- Kittisoth would simultaneously go on a date with Renaer to the Shipwrights’ Ball.
Only problem? At least in part because I was running the campaign in big, marathon sessions, all of this had developed over the course of a single session. I didn’t have the Shipwrights’ Ball fully prepped, and I knew that — particularly with it playing out simultaneously with the Eyecatcher heist — I needed a strong structure for everything to play out to best effect.
So that’s when I called a 10 minute break, grabbed a sheet of paper, and quickly sketched out the Shipwrights’ Ball.
SET UP
The quick ‘n dirty version of party planning looks like this:
- Make a list of 3-5 places people can congregate
- Make a list of 10 characters
- Make a list of 5 events
- Make a list of 5 topics of conversation
And I basically ran straight down this list.
LOCATIONS: The Shipwrights’ Ball takes place at Shipwrights’ House. I took a few minutes to dig through the existing lore for the Shipwrights’ House hoping there would be some material to pilfer, but there wasn’t much. The House had been briefly described, a century earlier, in the City of Splendors boxed set as:
D19 Guild Hall: Shipwright’s House
2-story Class B building
HQ: Order of Master Shipwrights
As a Class B building, it’s a “larger, more successful and elaborate building,” and most likely freestanding. Briefly looking into the Order of Master Shipwrights, I discovered that in the 14th century they had been rivals with the Master Mariners’ Guild. I decided that, at some point in the last century, the Master Mariners’ Guild had been wiped out, and the Order of Master Shipwrights had grown rich indeed with a near-monopoly of shipbuilding in Waterdeep.
I stuck some Post-It flags to mark the appropriate pages in case I needed to reference this scant reference material and moved on.
On my single prep sheet, I quickly sketched out a “map” that basically looked like this:
Except, of course, sketched in pencil and with my sloppy handwriting scrawled across it.
I knew that the Bigass Staircase went down to Dock Street near Asteril’s Way (based on the 2nd Edition and 3rd Edition maps), which it turned out was surprisingly near to where I had placed the Eyecatcher (Zord’s flagship) in the previous session.
The Ballroom and Dinner Wing kind of speak for themselves. (The latter were a “wing” because I knew there would be lots of small, private dining areas and bars jutting off from the main dining hall, just in case that would be useful.) Galleon Hall was so called because it had about a half-dozen full-sized ships inside it as installation pieces. (You know that scene in Moana with all the ships in the cave? That was my visual touchstone. Except in a giant room of marble-encrusted wealth instead of a cave.) Private Rooms off to one side of the ballroom because it would give me smaller spaces for conversations to move into as necessary. And the Garden Terraces were 4-5 huge terraces jutting off the back of the building with winding paths leading through them; bioluminiscent plants would give the terraces a “Pandora from Avatar” kind of feel, and the whole complex would be hemmed in from the rest of the city by a “wall” of huge, dark, old-growth pine trees.
I didn’t write any of that down: Too time-consuming. A quick sketch-map for reference and the rough images that had been conjured up in my head were all that I needed. I had the 3-5 locations.
CHARACTERS: As I mentioned in Party Planning, “If the social event is growing organically out of game play, then you’ve probably already got the NPCs…” And that was definitely true here. Basically I just flipped through Dragon Heist and wrote down this list:
- Rubino Caswell – Guildmaster
- Renaer
- Laeral (207)
- Vajra (216)
- Jalester Silvermane (20)
- Obaya Uday (20)
- Cassalanters
- Mirt (211)
- Remalia Haventree (215)
The numbers in parentheses were page references to their write-ups. Several of these characters had already appeared in the campaign (Renaer, Jalester, Mirt) and several others I had already planned on introducing in the near future (Vajra, the Cassalanters). The only new character was the guildmaster.
As the party progressed, I would simply place a check mark next to each name as Kittisoth had an interaction with them. (It’s not that she wouldn’t be able to continue having additional interactions with them, but this helped me keep an eye on which characters I hadn’t used yet so that I could make sure that everyone got brought “onstage” at some point during the evening.)
EVENTS: At this point in the campaign, I knew that the Cassalanters needed to make contact with the PCs and invite them to a meeting at their villa. I decided this was as good a time as any for that to happen, and I quickly included that in a list that largely consisted of the Ball’s social agenda:
- Grand Promenade
- Rubino’s Speech
- Cassalanter’s Approach
- Zero-G Dancing (Vajra & Laeral)
- Dinner
I’d indicated Vajra & Laeral in parentheses because I had an image of those characters being introduced to Kittisoth while she was dancing with Renaer. (The zero-g dancing is exactly what it sounded like: A cool magical effect where everyone could literally dance their partners off their feet.) As it turned out, this is it NOT how Kittisoth ended up meeting Vajra the Blackstaff and Laeral the Open Lord of Waterdeep.
Now, honest to god, while I was planning all of this, I completely forgot that Captain Zord’s carnival was scheduled to perform a parade from their ships to the Shipwrights’ Ball! It was only after returning to the table and beginning to review my notes for the heist portion of the evening that I realized that the two events were going to feature this dramatic and unexpected crossover event.
This is one of those incredible moments of serendipity that can only really happen when you have a truly robust scenario prepared and you’re actively playing it hard for all its worth. You keep setting things in motion, and the billiard balls inevitably start colliding in amazing patterns that you never anticipated and had no way of planning.
In any case, I reached back over to my list and added “Sea Maidens Faire Parade” as the first entry.
TOPICS OF CONVERSATION: “If the social event is growing organically out of game play, then you’ve probably already got the NPCs and the topics of conversation…” This was also basically true. I quickly jotted down:
- Embezzlement [meaning Lord Dagult’s embezzlement of 500,000 dragons]
- Explosion [meaning the fireball that the PCs were investigating]
- Black Viper robberies [this had not yet come up in the campaign, but was part of my prep]
This wasn’t quite enough, though. You really want to have a range of topics that you can cycle through to keep a party alive. Also, it would be more interesting to have more topics that the PCs weren’t already aware of. AND it would be good to have some topics that weren’t directly related to the plot of the campaign. So I added two more kind of out of left field:
- Misra Tesper eloped to Daggerford (with a half-orc) [this whole thing, including Misra Tesper, was made up out of whole cloth; I pulled her last name from a list of Waterdeep noble families and I pulled her first name from the list of fantasy names that I keep on hand as a GM tool]
- Black Gold in Moonshae (extrusion of the Feydark) [meaning that a new Black Gold rush had begun in the Moonshae Isles; I’d previously pulled this really obscure reference to MOON1-3: Black Gold, a 4th Edition Living Forgotten Realms scenario, as an explanation for why a house was abandoned in Part 2: Gralhund Villa, and here I was simply flipping through the binder containing my prep notes for inspiration, saw the reference and decided to foreshadow the later development if it ever came up… which it probably wouldn’t, but it doesn’t really matter]
And that was it. I now had everything I needed to run the Shipwrights’ Ball on a single sheet of paper. As I mentioned, the whole thing took me less than 10 minutes. In fact, I’ve spent far more time explaining the whole process here than I did actually jotting down my lists at the time.
This is gold; the one thing I felt was missing from the original Party Planning post was a good example of using it in play, so I’m quite excited for the rest of this series.
Also check out the Quantronic Heat for the Infinity RPG. Nick Bate and I used a party structure to model a remote racing season.
I want to say, thanks a lot for this entire remix! It really has been a way to make the material sparkle. I’m running it for two groups in parallel. One group bit onto the idea of trying to gather information at the Shipwright’s ball, so I’ll be hosting a version of this tonight!
Hi Justin,
I’m just curious how your party figured out that Zord had implanted those devices into the nimblewrigjts without even visiting him and before seeing Zelifarn? Was it in Investigation check made while exploring different nimblewright owners? Just some more background to that would be handy as I am about to run chapter 3 and feel like the party will have no reason to stage a heist on the Sea Maiden’s Faire.
Hi Justin,
These posts have been wonderful to read through! I just have a question: How did your players figure out that the nimblewrights are implanted with those tracking devices? According to your write-up these are very expertly concealed, so I’m curious how your players even knew to look for them during the nimblewright investigation, especially BEFORE they talked to Zelifarn and infiltrating the Eyecatcher? I can’t find anything on this matter in your Patron-exclusive running files either, unless I’m missing something obvious.
I know it’s been a while since you ran it, but any insight on this would be great!
This is described in Part 5C of the Remix. See “Studying the Nimblewrights” and “House of Wonder (Temple of Mystra).”
Ah that makes a lot of sense now, thank you!