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<blockquote data-quote="Dog Moon" data-source="post: 2566655" data-attributes="member: 23023"><p>I agree too. I like it when it add little bits like 'The four Goblins are playing Texis Hold 'Em. There is a 50% chance that one of them, a poor bluffer, has lost all his copper and is currently pacing the room in annoyance, glancing around, giving him a +2 bonus on Spot checks.' or something like that. Not only does it add a little bit more realism, but it also makes it more interesting.</p><p></p><p>A lot of adventures seem like a great deal of work, which I'm sure they are, but there's something about when I see little jokes here and there that lead me to believe that someone has a sense of humor and is sharing that little bit with those of us who read it. I feel more like reading those adventures. Don't get me wrong, however, I dislike adventures which are more spoofs than anything, such as Castle Greyhawk, for example.</p><p></p><p>Now, I may have led you to believe that all I care about is a joke here and there and I'm good to go. That is partially true, but I'm also interested in an adventure being interesting.</p><p></p><p>1. Of course an adventure has to have a cool villian. An adventure set around Desmodu [from a recented rezzed thread] does not interesting. An adventure centered around Yuan-Ti.</p><p></p><p>2. The reason for them being the main villian must be interesting. 'What are we going to do tonight, Ssethssniss?' 'Try to take over the world.' Blah. Needs a better plot hook.</p><p></p><p>3. Adventure must be interesting. Politics [a little, anyway, not too much], Intrigue, Backstabbings, Traitors, etc. are useful.</p><p></p><p>4. Interesting writing. A person could take all of the above and though the adventure is awesome, bland writing will kill it. The writer needs to breathe life into the adventure. Much as a good author can make or break a novel, the same goes for an adventure.</p><p></p><p>There's my ramblings of agreement. I can't completely think straight cause I'm exhausted, but there's' my thoughts anyway.</p></blockquote><p></p>
[QUOTE="Dog Moon, post: 2566655, member: 23023"] I agree too. I like it when it add little bits like 'The four Goblins are playing Texis Hold 'Em. There is a 50% chance that one of them, a poor bluffer, has lost all his copper and is currently pacing the room in annoyance, glancing around, giving him a +2 bonus on Spot checks.' or something like that. Not only does it add a little bit more realism, but it also makes it more interesting. A lot of adventures seem like a great deal of work, which I'm sure they are, but there's something about when I see little jokes here and there that lead me to believe that someone has a sense of humor and is sharing that little bit with those of us who read it. I feel more like reading those adventures. Don't get me wrong, however, I dislike adventures which are more spoofs than anything, such as Castle Greyhawk, for example. Now, I may have led you to believe that all I care about is a joke here and there and I'm good to go. That is partially true, but I'm also interested in an adventure being interesting. 1. Of course an adventure has to have a cool villian. An adventure set around Desmodu [from a recented rezzed thread] does not interesting. An adventure centered around Yuan-Ti. 2. The reason for them being the main villian must be interesting. 'What are we going to do tonight, Ssethssniss?' 'Try to take over the world.' Blah. Needs a better plot hook. 3. Adventure must be interesting. Politics [a little, anyway, not too much], Intrigue, Backstabbings, Traitors, etc. are useful. 4. Interesting writing. A person could take all of the above and though the adventure is awesome, bland writing will kill it. The writer needs to breathe life into the adventure. Much as a good author can make or break a novel, the same goes for an adventure. There's my ramblings of agreement. I can't completely think straight cause I'm exhausted, but there's' my thoughts anyway. [/QUOTE]
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