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Game Design 117: Adventures
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<blockquote data-quote="Fetfreak" data-source="post: 7651848" data-attributes="member: 6715498"><p>While I love to crunch, writing adventures is probably my favorite. I'm mainly into mysterious and scary adventures, murder solving and adventures that are resolved by learning the truth of things. I spice this with a strong villain, new location and a personal background. It all adds up to a fun night. I noticed that my players love "hand outs" (or however they are called). Sometimes it's a new map, a letter that hides a secret, bunch of glyphs and runes and how to translate them, piece of paper that hides the lemon writing and so on. They are amazed that I went an extra mile to create it and also about a new challenge that is tangible. While we play it I write down how hard were the challenges and the battles so I can correct that while creating stat blocks and puzzles for the final version. I sometimes game in more groups so they get the "tested" version of the adventure.</p><p></p><p>My failure as a DM when it comes to adventures can be seen in combat. I admit it's often bland and that's something I've been lately working on the most. I try to spice it up with another simultaneous action like a carriage chance scene while fighting, or in a dangerous environment with pit falls, or with a sense of urgency that time is running short and something bad can happen and so on.</p></blockquote><p></p>
[QUOTE="Fetfreak, post: 7651848, member: 6715498"] While I love to crunch, writing adventures is probably my favorite. I'm mainly into mysterious and scary adventures, murder solving and adventures that are resolved by learning the truth of things. I spice this with a strong villain, new location and a personal background. It all adds up to a fun night. I noticed that my players love "hand outs" (or however they are called). Sometimes it's a new map, a letter that hides a secret, bunch of glyphs and runes and how to translate them, piece of paper that hides the lemon writing and so on. They are amazed that I went an extra mile to create it and also about a new challenge that is tangible. While we play it I write down how hard were the challenges and the battles so I can correct that while creating stat blocks and puzzles for the final version. I sometimes game in more groups so they get the "tested" version of the adventure. My failure as a DM when it comes to adventures can be seen in combat. I admit it's often bland and that's something I've been lately working on the most. I try to spice it up with another simultaneous action like a carriage chance scene while fighting, or in a dangerous environment with pit falls, or with a sense of urgency that time is running short and something bad can happen and so on. [/QUOTE]
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