On the heels of Inept Sorcerers and It Was There, Honest!, I thought I'd take a shot at writing a general-purpose adventure roleplaying game, using the things that resonated most with readers of those games.
I decided to go with the five-rooms approach, to give the game some structure. Based on that, I broke down the five areas, wrote descriptions for each one, and wrote three questions that the AF should try to ask as the kids narrate.
I've occasionally thought about resurrecting Villains Victorious! or otherwise publishing it in a collected format. My reservations there are practical - to put out a high-quality PDF of the material, I'd want appropriately four-color art.
Similarly, I've got a decently polished sci-fi concept (Song of Eden) and the start of some unconventional urban fantasy (Fairy Soul). I have enough ideas that I could assemble a fantasy universe, but that would take more time.
Today I want to talk about three exploration models for It Was There, Honest!
I have three ways to structure exploration: Freeform RP, the Five-Room Dungeon, and Adjective Maps.
We often talk about "effects-based" superhero RPG rules. By "effects-based", we mean the game-mechanical effects: how much damage you do, how fast you fly, how much weight you lift, and so on. Rather than buying "throw fireball" as a power, your super-powered character buys "deal damage at range", for example.
My argument is that effects-based games are a poor fit for high-powered campaigns, or campaigns where a variety of powers are possible. I'll also try to address some objections to my proposed alternative.