Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Crafting an Adventure Module Format
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Janx" data-source="post: 6458331" data-attributes="member: 8835"><p>For an adventure, 500 NPCs is probably an exageration. Though for a town, location, it might be spot on.</p><p></p><p>In my imaginary version of this, the GM would login, select a World, and then opt to work at the World level, or drill in to work on an Adventure, that has access to all the World elements, but by default, filters down to "just what's needed in this adventure"</p><p></p><p>In a published adventure, the standard mess to be managed seems to be:</p><p>NPCs (who are they, where are they, what do they have)</p><p>monsters (who are they, where are they, what do they have)</p><p>Places (towns, dungeons, rooms)</p><p>Items (all the goodies on NPCs, monsters and lying in Rooms)</p><p></p><p>A simple 1 level dungeon with 12 rooms, 50% occupied with 4 monsters per encounter and 2 items per monster is at:</p><p>13 Places (dungeon + 12 rooms)</p><p>24 monsters</p><p>48 items</p><p></p><p>A Tab interface gets pretty sloppy at 10+ tabs, which is why I imagined using Tabs for category of information.</p><p></p><p>Bear in mind, that when you go to the Places tab, select Room 4, I'll show you the room description and the 4 monsters in that room, and each monster's 2 items. So what the user sees is a concise bundling of all the relevant information that goes together.</p><p></p><p>If you go to the Monsters tab, and select Monster 5, I'll show you he's in Room 4 (and the description), with a note that there's 4 monsters in that room.</p><p></p><p>So the GM should be able to see the "full encounter" regardless of what direction he takes to get there.</p><p></p><p>In theory, the Encounter is the combined info of Monster, NPC, Items at a specific Place.</p><p></p><p>This concept may be sufficient for a basic dungeon crawl (which is location based, so the GM is navigating the Places tab pretty regularly).</p><p></p><p>Not sure how it would help for event driven (hence my TimeLine idea) or your Dynamic Elements concept.</p><p></p><p>I'd probably also have to figure out how to handle random encounters (stuff that wasn't already statically placed in the Adventure).</p><p></p><p>This is basically the challenge of why there hasn't really been a solid "Adventure running" application. Some folks are managing games with One Note, which seems like it would help with the capturing of data elements.</p><p></p><p>One concept I've had for making my imaginary app game-agnostic, is that the NPCs, monsters etc would be defined by generic text boxes, that I'd supply HTML templates for. The user would use a WYSIWYG box to fill in the stat block, but the stat block itself is just rich text. The app wouldn't really know or care if it said Bob the Wizard or was a fancy 3e stat block.</p></blockquote><p></p>
[QUOTE="Janx, post: 6458331, member: 8835"] For an adventure, 500 NPCs is probably an exageration. Though for a town, location, it might be spot on. In my imaginary version of this, the GM would login, select a World, and then opt to work at the World level, or drill in to work on an Adventure, that has access to all the World elements, but by default, filters down to "just what's needed in this adventure" In a published adventure, the standard mess to be managed seems to be: NPCs (who are they, where are they, what do they have) monsters (who are they, where are they, what do they have) Places (towns, dungeons, rooms) Items (all the goodies on NPCs, monsters and lying in Rooms) A simple 1 level dungeon with 12 rooms, 50% occupied with 4 monsters per encounter and 2 items per monster is at: 13 Places (dungeon + 12 rooms) 24 monsters 48 items A Tab interface gets pretty sloppy at 10+ tabs, which is why I imagined using Tabs for category of information. Bear in mind, that when you go to the Places tab, select Room 4, I'll show you the room description and the 4 monsters in that room, and each monster's 2 items. So what the user sees is a concise bundling of all the relevant information that goes together. If you go to the Monsters tab, and select Monster 5, I'll show you he's in Room 4 (and the description), with a note that there's 4 monsters in that room. So the GM should be able to see the "full encounter" regardless of what direction he takes to get there. In theory, the Encounter is the combined info of Monster, NPC, Items at a specific Place. This concept may be sufficient for a basic dungeon crawl (which is location based, so the GM is navigating the Places tab pretty regularly). Not sure how it would help for event driven (hence my TimeLine idea) or your Dynamic Elements concept. I'd probably also have to figure out how to handle random encounters (stuff that wasn't already statically placed in the Adventure). This is basically the challenge of why there hasn't really been a solid "Adventure running" application. Some folks are managing games with One Note, which seems like it would help with the capturing of data elements. One concept I've had for making my imaginary app game-agnostic, is that the NPCs, monsters etc would be defined by generic text boxes, that I'd supply HTML templates for. The user would use a WYSIWYG box to fill in the stat block, but the stat block itself is just rich text. The app wouldn't really know or care if it said Bob the Wizard or was a fancy 3e stat block. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Crafting an Adventure Module Format
Top