Let’s say I were to run an Arkham Horror adventure — not an adventure in the same setting, but rather an adventure utilizing Arkham Horror as a primary resource. What constitutes an adventure, and what makes Arkham Horror a primary resource in this regard? Well, I’m thinking Arkham Horror can lend its exploration structure.

You need a little over two dozen places and two dozen characters, sources of internal (terror) and external (doom) conflict, some fairly-standard evil minions to serve in the rank and file, and at least three organizations arranged in rough opposition to one another (not associated with one another, but not incapable of cooperation).

Generally speaking, you’d have four, maybe five categories of non-player characters for interacting with: you have the location characters, who aren’t usually aligned with any of the any group or organization, but are neutral, or whatever amounts to the faces and arms of the adventure town itself — they are the town’s citizens.

Next, you have your subversive group, one that is actively trying to undermine the foundations of the town itself. Note, they aren’t necessarily villainous, or even wrong, though their methods may be extreme, but they certainly aren’t nice people. They might be working with the villain, but they’re a power group in the right hands.

To be perfectly honest, all three of the organizations are different shades of the above, depending primarily on where the adventure falls on the Sliding Scale of Idealism Versus Cynicism. Arkham Horror has its freakish cultists, its aloof secret society, and its thuggish gangsters. It’s a pretty cynical world.

For The Ascalon Horror, I figured on the Royalists, the Huntsmen, and a somewhat generic Arcane Order. Subversives, unaligned backwoodsmen, and aloof secret society. Guild Wars is substantially more idealistic than the Cthulhu Mythos though.

Just sayin’.