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Help me make WotC adventures better.
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<blockquote data-quote="Mentat55" data-source="post: 5108144" data-attributes="member: 14840"><p>It's nice to see you coming here, speaking frankly about this subject, and asking for input.</p><p></p><p>A few things pop to mind:</p><p></p><p>1. Reduce the number of combat encounters. Take the remaining encounters and make most of them large, adventure-critical events. Go for level +3 to level +5 encounters. Spread it out over an interesting area. Make the battles multi-stage; have waves of enemies. For the remaining encounters, make the setup interesting or unusual, but make them a pushover, so they are completed quickly and make the PCs feel awesome.</p><p></p><p>2. Add a bit more "empty space" into dungeons and encounter areas. A few things to look at, doesn't even need any creatures to interact with, necessarily. The pantry filled with disgusting goblin snacks may not serve much purpose, but it adds atmosphere and maybe makes the PCs hate the goblins that much more. Or the storeroom containing an obviously stolen bottle of eladrin wine. Some PCs will sell it; others will ask, "What is the story behind it?" If the DM wants, this can become a hook for something else -- if not, it is an easy detail to gloss over.</p><p></p><p>3. Explore different types of adventures. With the Dungeon e-zine, you can kind of probe the community, trying very different themes, settings, and approaches, and see what works, what doesn't. Then use that feedback when you are preparing the print published adventures. </p><p></p><p>4. Keeping asking the community for help. EN World has no shortage of great ideas, or people willing to expound upon them <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>I also echo the sentiments of the previous posters.</p></blockquote><p></p>
[QUOTE="Mentat55, post: 5108144, member: 14840"] It's nice to see you coming here, speaking frankly about this subject, and asking for input. A few things pop to mind: 1. Reduce the number of combat encounters. Take the remaining encounters and make most of them large, adventure-critical events. Go for level +3 to level +5 encounters. Spread it out over an interesting area. Make the battles multi-stage; have waves of enemies. For the remaining encounters, make the setup interesting or unusual, but make them a pushover, so they are completed quickly and make the PCs feel awesome. 2. Add a bit more "empty space" into dungeons and encounter areas. A few things to look at, doesn't even need any creatures to interact with, necessarily. The pantry filled with disgusting goblin snacks may not serve much purpose, but it adds atmosphere and maybe makes the PCs hate the goblins that much more. Or the storeroom containing an obviously stolen bottle of eladrin wine. Some PCs will sell it; others will ask, "What is the story behind it?" If the DM wants, this can become a hook for something else -- if not, it is an easy detail to gloss over. 3. Explore different types of adventures. With the Dungeon e-zine, you can kind of probe the community, trying very different themes, settings, and approaches, and see what works, what doesn't. Then use that feedback when you are preparing the print published adventures. 4. Keeping asking the community for help. EN World has no shortage of great ideas, or people willing to expound upon them :) I also echo the sentiments of the previous posters. [/QUOTE]
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