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General Tabletop Discussion
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What do you want in a published adventure? / Adventure design best practices?
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<blockquote data-quote="Eltab" data-source="post: 7157552" data-attributes="member: 6803337"><p>Reacting to conversations above:</p><p></p><p>An overview map should come first, then zoom in with words and detailed maps for each interesting room.</p><p></p><p>I happen to like having the Monsters and their stats in an Appendix at the back. I make copies of stat blocks (or write notes) anyways so "flipping back and forth" isn't as much of a problem for me. I noticed working through the first half of <em>Rise of Tiamat</em> that many monsters (especially cannon fodder) don't need as many stats as are normally printed.</p><p></p><p>If you have an unusually-shaped room, some inexpensive art (like the pages and pages of visuals in <em>Expedition to the Barrier Peaks</em>) would be helpful. Maybe in another appendix so you can copy it and give the handout to the players. I've heard of the Hagia Sophia - it's in modern Istanbul, Turkey, formerly Constantinople, East Roman Empire, a church converted to a mosque - and I've seen exterior photos, but I don't know anything about its interior shape.</p><p></p><p>An adventure should have an expected plot progression; there may be side quests or loops along the way. Try to have any level-up points happen when you turn the page to a new chapter. <em>HotDQ</em> is good about that, at least.</p><p></p><p>A nifty thing to have is some sort of mechanism that can be cut-and-pasted to fit into a different story somewhere else. <em>HotDQ</em> has the chart for Cult groups sacking Greenest, and the lists of personalities and encounters during the caravan trip. Both of those can be moved: some other unwalled town being attacked by some other raiders, and the NPCs can show up anywhere in the world.</p></blockquote><p></p>
[QUOTE="Eltab, post: 7157552, member: 6803337"] Reacting to conversations above: An overview map should come first, then zoom in with words and detailed maps for each interesting room. I happen to like having the Monsters and their stats in an Appendix at the back. I make copies of stat blocks (or write notes) anyways so "flipping back and forth" isn't as much of a problem for me. I noticed working through the first half of [I]Rise of Tiamat[/I] that many monsters (especially cannon fodder) don't need as many stats as are normally printed. If you have an unusually-shaped room, some inexpensive art (like the pages and pages of visuals in [I]Expedition to the Barrier Peaks[/I]) would be helpful. Maybe in another appendix so you can copy it and give the handout to the players. I've heard of the Hagia Sophia - it's in modern Istanbul, Turkey, formerly Constantinople, East Roman Empire, a church converted to a mosque - and I've seen exterior photos, but I don't know anything about its interior shape. An adventure should have an expected plot progression; there may be side quests or loops along the way. Try to have any level-up points happen when you turn the page to a new chapter. [I]HotDQ[/I] is good about that, at least. A nifty thing to have is some sort of mechanism that can be cut-and-pasted to fit into a different story somewhere else. [I]HotDQ[/I] has the chart for Cult groups sacking Greenest, and the lists of personalities and encounters during the caravan trip. Both of those can be moved: some other unwalled town being attacked by some other raiders, and the NPCs can show up anywhere in the world. [/QUOTE]
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What do you want in a published adventure? / Adventure design best practices?
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