September 28th, 2010
Hello everyone, and welcome to another exciting Grave Plots. This week I would like to focus on the lighter side of the adventuring life, and start a new series entitled Festive Plots, which as the name might suggest focuses on festive adventure themes. This week we will be discussing coming of age ceremonies. For many cultures the coming of age rites and ceremonies serve as the defining moments in the lives of their young people. Here are a few suggestions for harnessing these themes in your own game.
  
          Coming of Age
           Since  coming of age rites are typically conducted when a young person is ready to  enter adulthood, this adventure hook is best used near the beginning of a  campaign, just as the PCs are starting to begin their adventuring careers in  earnest.  If you want to use a coming of  age-type hook in an existing game, fear not – the PCs can still get involved in  coming of age ceremonies not their own.   You can go about this either by arranging for them to aid in the  ceremony of another (a beloved [or estranged] child of one of the PCs or their  allies works best), or by having them accidently interfere with someone’s ceremony,  then helping that person complete the ceremony in some way in order to avoid an  incident.  
           However you decide to use this hook,  the actual adventure should break down in the following fashion: Preparation, Opening  Ceremony, Trials, Concluding Ceremony, and Celebration.
      
Preparation
      
           Often, the most important step of a  successful coming of age ceremony is the preparation before the event itself.  This step might include such things as  acquiring sponsorship, collecting ritual objects, memorizing lines to say  during the ritual, practicing with weapons or spells, completing a project, or  otherwise proving the right to come of age.   Additionally, there are more ordinary, administrative preparations to be  completed: ensuring food orders make it to the festival in time, making sure  that the ritual sites are all properly maintained, and all the other arrangements  that come with organizing an important function.  The PCs can be involved in many ways during  the preparation stage as they get ready to undergo a possibly (though not necessarily)  dangerous series of trials, perhaps performing odd jobs to make sure the whole  thing goes off without a hitch, all before the opening ceremony.  
      
Opening Ceremony
      
           Your opening ceremony sets the  stage for what the rest of the adventure should look like.  A person of authority (at least relative to  those about to come of age) should conduct this part.  He or she should say a few ritual phrases and  lay out what those about to come of age are going to actually be doing.  Perhaps include a flavor element like a traditional  feast here.  The PCs may have to perform  ritual elements at this point (saying the right thing at the right time, rising  and sitting, etc), but probably won’t be involved in doing much else.  Afterwards, those about to come of age should  be given a chance to say goodbye to their loved ones before moving on to the  trials.
      
The  Trials
      
           This is the most important part of  the entire coming of age ceremony, where the young prove their worthiness to  enter adulthood.  This stage of the  adventure could consist of anything from the initiates making a public and  explicit series of vows and speeches to speak of their worth to the community,  or it might instead mean venturing into the jungle to kill a mighty beast, or  delving into the depths of an ancient and monster-infested ruin in order to  bring back the golden totem to the village chief.  If you want something to go wrong, this is  the time to do it.  For instance, the PCs  might awaken the powerful demon in the ruins who then vows destruction on the  world, starting with their home town (which he promptly blasts to bits before  flying off); or while out hunting beasts they could stumble upon a wounded  elven princess who needs their help.  Whatever  happens, the PCs must be successful in their trials before moving on to the  concluding ceremony.
      
Concluding Ceremony
      
           After the trials are complete, the  initiates have earned the right to enter the world of adulthood and the  concluding ceremony is where they get to collect their due.  A person of authority now declares those  about to come of age to be adults and full members of the community (or else  adults and free at last to strike out on their own to make their fortune).  With considerable pomp, the officiator  conducts the formality of the remaining part of the ceremony before moving on  to the celebration.
      
The Celebration
      
           Following the ceremony the PCs, as  well as everyone else involved, finally get a chance to enjoy the  festivities.  A grand feast and dancing,  perhaps complemented by acrobats and a fireworks display, provide a pleasant  end to what was probably a very trying day (or set of days).  Now would be a good time to include any side  intrigues you might have had in mind.   This is also a good time to give the PCs a new quest, or provide them  with new allies or enemies, or perhaps hand out some treasure.      
      
Ideally each of these elements should be custom-fitted to suit your campaign setting, the culture the PCs are currently dealing with, and your group’s play style. Until next time, I would like to wish you all the best in your gaming endeavors, and I hope you keep a look out for future Festive Plots, where we will discuss weddings, town festivals, and more.