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When you write an adventure...
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<blockquote data-quote="The Serge" data-source="post: 592010" data-attributes="member: 4049"><p>I voted for the full adventure track... but that's the ideal.</p><p></p><p>When I begin new games, I tend to write two or three full adventures per every three level increase (1-3 and 4-6 primarily) because it's easier to know where PCs are likely to head during the first few levels... particularly in a homebrew campaign. They're not as familiar with the world initially and not as likely to spend a lot of time exploring. I'm fortunate in that I've been working on my campaign setting for over 15 years, so I have a lot of material and background. </p><p></p><p>The reason I write two or three full adventures is to offer options. After the initial adventure is completed and I've had an opportunity to introduce some basic elements about the campaign setting, I want the PCs to know that they have options and control over their destinies. </p><p></p><p>After these first few games, I pretty much end up writing detailed notes. By 8th or 9th level, PCs are very much invested in their characters and they tend to have their own ideas as to where they want to go. Additionally, they have a lot of information at their disposal based upon games they've already played, hooks and such. After listening carefully what they say in game, I go ahead and create very detailed notes for locations I may not have already created for certain areas. This is also faciliated by the fact that each character provides me with a background afterwhich I turn around and give them historical information on their country of origin, gods worshipped in such locations, and other information pertinent to their character's history. </p><p></p><p>This manner of designing adventures has ensured that there is a foundation afterwhich the PCs can direct their own course. It also gives me the opportunity to create new material as I introduce stuff without feeling rushed.</p><p></p><p><a href="http://www.dicefreaks.com" target="_blank">www.dicefreaks.com</a></p></blockquote><p></p>
[QUOTE="The Serge, post: 592010, member: 4049"] I voted for the full adventure track... but that's the ideal. When I begin new games, I tend to write two or three full adventures per every three level increase (1-3 and 4-6 primarily) because it's easier to know where PCs are likely to head during the first few levels... particularly in a homebrew campaign. They're not as familiar with the world initially and not as likely to spend a lot of time exploring. I'm fortunate in that I've been working on my campaign setting for over 15 years, so I have a lot of material and background. The reason I write two or three full adventures is to offer options. After the initial adventure is completed and I've had an opportunity to introduce some basic elements about the campaign setting, I want the PCs to know that they have options and control over their destinies. After these first few games, I pretty much end up writing detailed notes. By 8th or 9th level, PCs are very much invested in their characters and they tend to have their own ideas as to where they want to go. Additionally, they have a lot of information at their disposal based upon games they've already played, hooks and such. After listening carefully what they say in game, I go ahead and create very detailed notes for locations I may not have already created for certain areas. This is also faciliated by the fact that each character provides me with a background afterwhich I turn around and give them historical information on their country of origin, gods worshipped in such locations, and other information pertinent to their character's history. This manner of designing adventures has ensured that there is a foundation afterwhich the PCs can direct their own course. It also gives me the opportunity to create new material as I introduce stuff without feeling rushed. [url]www.dicefreaks.com[/url] [/QUOTE]
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