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General Tabletop Discussion
*TTRPGs General
Object oriented adventure design
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<blockquote data-quote="buzz" data-source="post: 1960593" data-attributes="member: 6777"><p>I don't know if the technique needs to get as complicated as some may think. One could probably create blank forms for each of the nine classes described. A given object is not always going to use every other object, so you could just plug the objects as needed into your writeup of the adventure.</p><p></p><p>That, or just use them as checklists for each part of the adventure. E.g., when writing up a scene, you run down the attributes and make sure you haven't forgetten anything, particularly "how many ways are there from this scene to another scene?"</p><p></p><p>I guess it's not that much different from making a flowchart, but with more structure for each element.</p><p></p><p>I'm going to give this a shot the next time I write something up.</p></blockquote><p></p>
[QUOTE="buzz, post: 1960593, member: 6777"] I don't know if the technique needs to get as complicated as some may think. One could probably create blank forms for each of the nine classes described. A given object is not always going to use every other object, so you could just plug the objects as needed into your writeup of the adventure. That, or just use them as checklists for each part of the adventure. E.g., when writing up a scene, you run down the attributes and make sure you haven't forgetten anything, particularly "how many ways are there from this scene to another scene?" I guess it's not that much different from making a flowchart, but with more structure for each element. I'm going to give this a shot the next time I write something up. [/QUOTE]
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