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What do you want in a published adventure? / Adventure design best practices?
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<blockquote data-quote="hawkeyefan" data-source="post: 7157675" data-attributes="member: 6785785"><p>[MENTION=20323]Quickleaf[/MENTION] Is the adventure in question going to be available purely through PDF format? I would expect that's the case, but I figure it's best to confirm.</p><p></p><p>Going on that assumption, I think you should consider setting aside formats and methods established by print media. So, linking to relevant info throughout the PDF is better than an index. </p><p></p><p>I personally would set aside boxed text in favor of clear and concise room descriptions that the DM can tailor as needed (the PCs are entering from one direction instead of the expected one, etc.). I personally find the boxed text to shift things...I go into reading mode and players pick up on it and they aren't as engaged. I think a few clear lines of description that a DM can absorb quickly and then use to establish his own description is a far better option. I realize that I may be in the minority on this so far, but I wanted to present that take.</p><p></p><p>If you're familiar with the Maze of the Blue Medusa adventure, it's a great example of layout and organization, and also in terse yet clear and evocative description. If you're not familiar with it, the PDF is probably worth the $10 or so it would cost you. Even if you don't like the material, I think that the way it is presented is innovative and thoughtful. </p><p></p><p>As for linearity versus sandbox...I think most worthwhile adventures have elements of both. Ultimately, I think that it really depends on the story that you want to tell. Go with the option that best fits the story, that serves the theme and ideas you want to portray, and go with that.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7157675, member: 6785785"] [MENTION=20323]Quickleaf[/MENTION] Is the adventure in question going to be available purely through PDF format? I would expect that's the case, but I figure it's best to confirm. Going on that assumption, I think you should consider setting aside formats and methods established by print media. So, linking to relevant info throughout the PDF is better than an index. I personally would set aside boxed text in favor of clear and concise room descriptions that the DM can tailor as needed (the PCs are entering from one direction instead of the expected one, etc.). I personally find the boxed text to shift things...I go into reading mode and players pick up on it and they aren't as engaged. I think a few clear lines of description that a DM can absorb quickly and then use to establish his own description is a far better option. I realize that I may be in the minority on this so far, but I wanted to present that take. If you're familiar with the Maze of the Blue Medusa adventure, it's a great example of layout and organization, and also in terse yet clear and evocative description. If you're not familiar with it, the PDF is probably worth the $10 or so it would cost you. Even if you don't like the material, I think that the way it is presented is innovative and thoughtful. As for linearity versus sandbox...I think most worthwhile adventures have elements of both. Ultimately, I think that it really depends on the story that you want to tell. Go with the option that best fits the story, that serves the theme and ideas you want to portray, and go with that. [/QUOTE]
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Community
General Tabletop Discussion
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What do you want in a published adventure? / Adventure design best practices?
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