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General Tabletop Discussion
*TTRPGs General
A different model of adventure writing?
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<blockquote data-quote="Zerovoid" data-source="post: 54468" data-attributes="member: 283"><p>This is the biggest problem for me. Its not that failure is a problem, its that the failure won't even be meaningful, because the PC's won't know they failed at anything. I ran an adventure once where someone was killing off various nobles in the city. I decided the PC's had about a week to figure out who was behind the murders before the town watch would catch them. The hook was that a noble hired them to keep him safe from this danger. Actually, he was not a target at all, and I was expecting the PC's to investigate the situation to find out more. They just set up camp outside the guy's bedroom window, and in his house, and then they waited... I stuck to my guns, and let the situation be resolved without their help. At the time I was thinking about the Simpsons episode where Bart and Lisa are trying to save Itchy and Scratchy, but Bert and Eliza beat the to it. Anyway, an hour into the game, the PC's get paid for their bodyguard duties and leave. I improvise for 3 hours. So much for static adventures.</p><p></p><p>Now, obviously I could have used a better hook, but the point is that its very hard to run this kind of adventure, at least with the style of campaigns that people run now days. Its easy with a bid dungeon all full of monsters that shouldn't be there. Its not so easy in most other situations. Usually, I just prepare the minimum, and the PC's will "just happen to run across" whatever I have prepared, whereever they go. They can probably tell what is happening, but I don't know what the solution is. Being a wee lad of 22, I don't have any 1e days to look back on, but I'm guessing that most of these adventures were just dungeon hack fests, with little story. I don't think people want that anymore. I guess the only solutions are to stick to an easily quantified area like a classic dungeon, or else be really good at improvising.</p></blockquote><p></p>
[QUOTE="Zerovoid, post: 54468, member: 283"] This is the biggest problem for me. Its not that failure is a problem, its that the failure won't even be meaningful, because the PC's won't know they failed at anything. I ran an adventure once where someone was killing off various nobles in the city. I decided the PC's had about a week to figure out who was behind the murders before the town watch would catch them. The hook was that a noble hired them to keep him safe from this danger. Actually, he was not a target at all, and I was expecting the PC's to investigate the situation to find out more. They just set up camp outside the guy's bedroom window, and in his house, and then they waited... I stuck to my guns, and let the situation be resolved without their help. At the time I was thinking about the Simpsons episode where Bart and Lisa are trying to save Itchy and Scratchy, but Bert and Eliza beat the to it. Anyway, an hour into the game, the PC's get paid for their bodyguard duties and leave. I improvise for 3 hours. So much for static adventures. Now, obviously I could have used a better hook, but the point is that its very hard to run this kind of adventure, at least with the style of campaigns that people run now days. Its easy with a bid dungeon all full of monsters that shouldn't be there. Its not so easy in most other situations. Usually, I just prepare the minimum, and the PC's will "just happen to run across" whatever I have prepared, whereever they go. They can probably tell what is happening, but I don't know what the solution is. Being a wee lad of 22, I don't have any 1e days to look back on, but I'm guessing that most of these adventures were just dungeon hack fests, with little story. I don't think people want that anymore. I guess the only solutions are to stick to an easily quantified area like a classic dungeon, or else be really good at improvising. [/QUOTE]
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