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What do you want in a published adventure? / Adventure design best practices?
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<blockquote data-quote="Luz" data-source="post: 7156927" data-attributes="member: 94725"><p> <ul> <li data-xf-list-type="ul"><br /> Meh, YMMV. Some fast starts are fine but cliche intros can also work, especially if they don't necessarily lead to the expected outcome. And a slow build can also be very effective.<br /> <br /> I'm sort of torn on this. I prefer no box text as it allows the DM to engage the players more intimately when using his/her own descriptions. As you said, players tend to check out when reading directly from the module. But I can appreciate some author's amazing descriptions if they're exceptional - some of Gygax's room descriptions were awesome, for example, and gave me a broader vocabulary to use when describing areas/encounters.<br /> <br /> Yeah, its important to have a clear path as well as a "backdoor" that PCs may discover through exploration , so to speak. Many modules do this: and abandoned, unused tunnel or a secret escape route known only to a few, as examples. The prequel module A0 Danger At Darkshelf Quarry does a good job of this; it allows approach to two seperate locations, neither of them with priority over the other, and then offers multiple options to each approach. The quarry mines, for example, can be entered through the main entrance, an underground river tunnel, or an old access shaft that allows passage to various levels. Players love this sort of interactive environment. <br /> <br /> Absolutely, with other bypass methods available in the case of mysteries or riddles.<br /> <br /> Yes. NPC villains with hidden agendas or exploitation opportunities always make them more interesting and fun to play. Carl Sargent demonstrated this very well in WGR6 City of Skulls or The Rod of Serallian for Games Workshop.<br /> <br /> On the subject of format, I've never liked the compartmentalization format introduced by Tracy Hickman and prominently employed later in 3.5/4e/PF . That is, each aspect of an encounter has its own seperate section such <strong>Traps/Tricks</strong> and <strong>Monsters</strong>. While it seems like a good idea, it feels too artificial and deprives the encounter of its organic flow - like it must be followed in a specific, rigid order. Just my two cents.</li> </ul></blockquote><p></p>
[QUOTE="Luz, post: 7156927, member: 94725"] [list] Meh, YMMV. Some fast starts are fine but cliche intros can also work, especially if they don't necessarily lead to the expected outcome. And a slow build can also be very effective. I'm sort of torn on this. I prefer no box text as it allows the DM to engage the players more intimately when using his/her own descriptions. As you said, players tend to check out when reading directly from the module. But I can appreciate some author's amazing descriptions if they're exceptional - some of Gygax's room descriptions were awesome, for example, and gave me a broader vocabulary to use when describing areas/encounters. Yeah, its important to have a clear path as well as a "backdoor" that PCs may discover through exploration , so to speak. Many modules do this: and abandoned, unused tunnel or a secret escape route known only to a few, as examples. The prequel module A0 Danger At Darkshelf Quarry does a good job of this; it allows approach to two seperate locations, neither of them with priority over the other, and then offers multiple options to each approach. The quarry mines, for example, can be entered through the main entrance, an underground river tunnel, or an old access shaft that allows passage to various levels. Players love this sort of interactive environment. Absolutely, with other bypass methods available in the case of mysteries or riddles. Yes. NPC villains with hidden agendas or exploitation opportunities always make them more interesting and fun to play. Carl Sargent demonstrated this very well in WGR6 City of Skulls or The Rod of Serallian for Games Workshop. On the subject of format, I've never liked the compartmentalization format introduced by Tracy Hickman and prominently employed later in 3.5/4e/PF . That is, each aspect of an encounter has its own seperate section such [B]Traps/Tricks[/B] and [B]Monsters[/B]. While it seems like a good idea, it feels too artificial and deprives the encounter of its organic flow - like it must be followed in a specific, rigid order. Just my two cents.[/list] [/QUOTE]
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