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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="JonnyP71" data-source="post: 7158922" data-attributes="member: 6788862"><p>Of those 6 point, it's only #4 I agree with.</p><p></p><p>I've rather my players wrote their own stories, rather than play events laid out by someone else.</p><p></p><p>The best adventures ever published are those that create one or more locations, carefully populated with plenty to explore, where the party can more freely and interact with the inhabitants and the environment. A plot is good, but not a heavy handed one which guides the party from set piece to set piece. Village of Hommlet, Lost City, Dwellers of the Forbidden City, Castle Amber, Lost Caverns of Tsojcanth, Sinister Secret of Saltmarsh, the original Ravenloft are perfect examples. There were a few very good adventures that were more heavily plotted - The Gauntlet, When A Star Falls and The Oasis of the White Palm - but these tended to be exceptions.</p><p></p><p>The cumbersome event-based approach that came in late 1E, lasted throughout 2E and which pervaded afterwards is very much a low point in the history of adventures!</p></blockquote><p></p>
[QUOTE="JonnyP71, post: 7158922, member: 6788862"] Of those 6 point, it's only #4 I agree with. I've rather my players wrote their own stories, rather than play events laid out by someone else. The best adventures ever published are those that create one or more locations, carefully populated with plenty to explore, where the party can more freely and interact with the inhabitants and the environment. A plot is good, but not a heavy handed one which guides the party from set piece to set piece. Village of Hommlet, Lost City, Dwellers of the Forbidden City, Castle Amber, Lost Caverns of Tsojcanth, Sinister Secret of Saltmarsh, the original Ravenloft are perfect examples. There were a few very good adventures that were more heavily plotted - The Gauntlet, When A Star Falls and The Oasis of the White Palm - but these tended to be exceptions. The cumbersome event-based approach that came in late 1E, lasted throughout 2E and which pervaded afterwards is very much a low point in the history of adventures! [/QUOTE]
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What do you want in a published adventure? / Adventure design best practices?
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