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Opinions: What makes a good adventure?
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<blockquote data-quote="Pielorinho" data-source="post: 2184" data-attributes="member: 259"><p><strong>Drama Scenes</strong></p><p></p><p>As a DM, I love getting to my Drama scenes.</p><p></p><p>Preparing Drama Scenes is the best part of game preparation. I hate making up stats for villains, and so I spend most of my time on the Drama Scenes, relying on tools like PCGen for a lot of the grunt work.</p><p></p><p>To continue my previous example, in the last session, a magical villain was able to enter the dreams of the players and make magical suggestions to them within their dreams. I spent awhile figuring out first what sort of suggestion he'd make, and then how each nightmare would play out.</p><p></p><p>Each nightmare "script" (I allowed players to interrupt the script with their own dream-actions) pulled on imagery from that PC's past, trying to creep the PC and player out as much as possible.</p><p></p><p>Now, there are precautions the PCs could have taken which would have prevented these nightmares from occurring; if they'd taken them, I would've had to suck it up and either modify or discard all my planning.</p><p></p><p>The fact that they didn't take these precautions meant that I got to play through these Drama Scenes. Which was lots of fun for me.</p><p></p><p>This is kinda based off of something PirateCat once wrote about adventure design: he starts with an interesting scene and tries to figure out how to get the story to that scene. I don't quite work that way -- I put pretty heavy weight on starting with NPC motivations and schemes, and work forward from there. But I definitely see the advantage of the Drama Scene method, and I try to marry the two approaches to story design as much as I can.</p><p></p><p>Daniel</p></blockquote><p></p>
[QUOTE="Pielorinho, post: 2184, member: 259"] [b]Drama Scenes[/b] As a DM, I love getting to my Drama scenes. Preparing Drama Scenes is the best part of game preparation. I hate making up stats for villains, and so I spend most of my time on the Drama Scenes, relying on tools like PCGen for a lot of the grunt work. To continue my previous example, in the last session, a magical villain was able to enter the dreams of the players and make magical suggestions to them within their dreams. I spent awhile figuring out first what sort of suggestion he'd make, and then how each nightmare would play out. Each nightmare "script" (I allowed players to interrupt the script with their own dream-actions) pulled on imagery from that PC's past, trying to creep the PC and player out as much as possible. Now, there are precautions the PCs could have taken which would have prevented these nightmares from occurring; if they'd taken them, I would've had to suck it up and either modify or discard all my planning. The fact that they didn't take these precautions meant that I got to play through these Drama Scenes. Which was lots of fun for me. This is kinda based off of something PirateCat once wrote about adventure design: he starts with an interesting scene and tries to figure out how to get the story to that scene. I don't quite work that way -- I put pretty heavy weight on starting with NPC motivations and schemes, and work forward from there. But I definitely see the advantage of the Drama Scene method, and I try to marry the two approaches to story design as much as I can. Daniel [/QUOTE]
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