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I stink at winging it- HELP!
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<blockquote data-quote="ExploderWizard" data-source="post: 5213715" data-attributes="member: 66434"><p>A little bit of extra prep goes a long way. Even when using published adventures, think about the area where the adventure takes place. Don't focus on the events and encounters outlined in the module because (hopefully) the adventure has the details for that. </p><p> </p><p>For example, if your adventure takes place in a POL setting and you have a small town and an adventure site think about what types of things would fit into that environment that isn't covered by the module. Prepare statistics for NPC's and monsters that would fit into that area. Another handy idea is to have a separate list of names unconnected with any stats to rattle off when an NPC needs to be created on the fly. </p><p> </p><p>For NPC's that are not suited for a combat role you can create your own roles. Sage, craftsman, guide, merchant, etc. Statistics are easy to generate, just assign decent ability scores to the stats needed to fulfill the role. For example, a guide might have a decent WIS, and a good skill levels in nature. </p><p> </p><p>So lets say you now have stats for some bandits, wolves, some humanoids, NPC specialists, and a few other critters native to the area. You also have a list of names ( suitable for both sexes and several common races). </p><p> </p><p>The players decide to go "off mission" and explore the surrounding area instead of going straight to the haunted tower of death. They figure that finding a local who knows the area would be a smart move. No worries. You have stats for townsfolk, and a long list of names at your fingertips. </p><p> </p><p>The trick to make this all come together is good note taking during the game. While preparing generic stats I will give them a code. Then when I need to assign these to an NPC I can just jot down the name and the code of the generic statblock. </p><p> </p><p>Example: Big Earl- D</p><p>D could be the stats for a guardsman, a blacksmith, a farmer, etc. </p><p> </p><p>The notes help insure consistancy. When the players return to town later you have your notes to remind you who that shopkeeper was or that the town drunk was named Ned Stubbs. </p><p> </p><p>If you plan on sticking to published stuff for the bulk of your adventures then this kind of extra prep should be adequate to handle some side excursions. If you want to get into more freeflowing adventure design then more depth will be required.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 5213715, member: 66434"] A little bit of extra prep goes a long way. Even when using published adventures, think about the area where the adventure takes place. Don't focus on the events and encounters outlined in the module because (hopefully) the adventure has the details for that. For example, if your adventure takes place in a POL setting and you have a small town and an adventure site think about what types of things would fit into that environment that isn't covered by the module. Prepare statistics for NPC's and monsters that would fit into that area. Another handy idea is to have a separate list of names unconnected with any stats to rattle off when an NPC needs to be created on the fly. For NPC's that are not suited for a combat role you can create your own roles. Sage, craftsman, guide, merchant, etc. Statistics are easy to generate, just assign decent ability scores to the stats needed to fulfill the role. For example, a guide might have a decent WIS, and a good skill levels in nature. So lets say you now have stats for some bandits, wolves, some humanoids, NPC specialists, and a few other critters native to the area. You also have a list of names ( suitable for both sexes and several common races). The players decide to go "off mission" and explore the surrounding area instead of going straight to the haunted tower of death. They figure that finding a local who knows the area would be a smart move. No worries. You have stats for townsfolk, and a long list of names at your fingertips. The trick to make this all come together is good note taking during the game. While preparing generic stats I will give them a code. Then when I need to assign these to an NPC I can just jot down the name and the code of the generic statblock. Example: Big Earl- D D could be the stats for a guardsman, a blacksmith, a farmer, etc. The notes help insure consistancy. When the players return to town later you have your notes to remind you who that shopkeeper was or that the town drunk was named Ned Stubbs. If you plan on sticking to published stuff for the bulk of your adventures then this kind of extra prep should be adequate to handle some side excursions. If you want to get into more freeflowing adventure design then more depth will be required. [/QUOTE]
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