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<blockquote data-quote="Uller" data-source="post: 6812206" data-attributes="member: 413"><p>Just a couple quick observations without having yet read through the entire thread or even entire OP (I'm working and checking boards between built/test/fix cycle...)</p><p></p><p>Indiana Jones and the Temple of Doom is, to me, the iconic D&Desque action/adventure movie. Starts in a bar to introduce PCs and establish background along with some action just to get the players interested and working together but not necessarily introducing anything to do with the main plot other than perhaps how the PCs come to be in the location.</p><p></p><p>A bit of travel and some action along the way along with some RP between the PCs to establish party dynamics.</p><p></p><p>The premise of the adventure is introduced at the village while the party takes a long rest to recover from the initial adventure and overland journey (and probably level up).</p><p></p><p>Another overland journey to get to the adventure site, some exploration and RP to introduce villains followed by the discovery of the "dungeon" entrance and from there it becomes pretty much a dungeon crawl complete with battles, traps, exploration, breaks in action for short rests, pursuits and evasions culminating in the climatic battle on the bridge. </p><p></p><p>The other thing I would say is I agree with those who have said that adventure planning should not involve worrying too much about this stuff, or at least that's the way it works for me. I place a variety of NPC/monster villains, allies and neutrals within the adventure. So are appropriate for the PCs and others are too high or low a level and I let things play out. More often than not, the PCs determine the pacing of the adventure through their actions and the NPCs add or remove tension with theirs. This isn't to say mine is the right or only way...it's just how it has worked out for me. Trying to set up the narrative and pacing ahead of time usually results in a lot of wasted work because the PCs invariably choose to tackle the challenges I present in ways I didn't anticipate (which is what I love most about DMing...the players never fail to surprise and entertain me)</p></blockquote><p></p>
[QUOTE="Uller, post: 6812206, member: 413"] Just a couple quick observations without having yet read through the entire thread or even entire OP (I'm working and checking boards between built/test/fix cycle...) Indiana Jones and the Temple of Doom is, to me, the iconic D&Desque action/adventure movie. Starts in a bar to introduce PCs and establish background along with some action just to get the players interested and working together but not necessarily introducing anything to do with the main plot other than perhaps how the PCs come to be in the location. A bit of travel and some action along the way along with some RP between the PCs to establish party dynamics. The premise of the adventure is introduced at the village while the party takes a long rest to recover from the initial adventure and overland journey (and probably level up). Another overland journey to get to the adventure site, some exploration and RP to introduce villains followed by the discovery of the "dungeon" entrance and from there it becomes pretty much a dungeon crawl complete with battles, traps, exploration, breaks in action for short rests, pursuits and evasions culminating in the climatic battle on the bridge. The other thing I would say is I agree with those who have said that adventure planning should not involve worrying too much about this stuff, or at least that's the way it works for me. I place a variety of NPC/monster villains, allies and neutrals within the adventure. So are appropriate for the PCs and others are too high or low a level and I let things play out. More often than not, the PCs determine the pacing of the adventure through their actions and the NPCs add or remove tension with theirs. This isn't to say mine is the right or only way...it's just how it has worked out for me. Trying to set up the narrative and pacing ahead of time usually results in a lot of wasted work because the PCs invariably choose to tackle the challenges I present in ways I didn't anticipate (which is what I love most about DMing...the players never fail to surprise and entertain me) [/QUOTE]
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