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A different model of adventure writing?
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<blockquote data-quote="Berandor" data-source="post: 54959" data-attributes="member: 225"><p>I use these flowcharts/timelines/whatever, too.</p><p>In a major campaign finale, I had the PCs attack the tyrannical mayor of a city who had a controlled beholder as a pet.</p><p></p><p>I had planned the actions of NPCs, but with leeway to make up for good/bad planning on the PC's side.</p><p></p><p>It all culminated in the final confrontation, but throuhgout the whole adventure, I had a chart with important events to scratch off once achieved. </p><p>Each of these events altered the outcome.</p><p></p><p>For example, the final fight on the marketplace was between an NPC and the villain (yeah, I know...), surrounded by rebels and guards fighting.</p><p></p><p>The PCs could better the chances of the rebels by</p><p>a) somehow keeping the barracks sending reinforcements</p><p>b) inciting locals to help in the rebellion</p><p>c) start a distraction</p><p></p><p>Furthermore, they could</p><p>a) free an imprisoned Efreet below the city (they knew about it)</p><p>b) sneak into the palace and defeat the villain's right hand (a wizard)</p><p>c) destroying the statue used to control the beholder</p><p>d) find a guardian hidden by a long-dead dwarf</p><p>e) free important prisoners who would be able to help in the fight (a red wizard and a local hero)</p><p></p><p>Depending on how many goals they achieved, and how good and swift they were - I measured time, too - the chances for victory changed, and the outcome changed.</p><p></p><p>In this adventure, what could have happened was (abbreviated):</p><p>a) NPC and villain fight, NPC is killed, but villain forced to flee</p><p>b) NPC and villain fight, Efreet appears, villain flees, NPC survives, town starts burning before Efreet leaves.</p><p>c) NPC and villain fight, uncontrolled beholder appears to take revenge at villain; villain is killed, beholder leaves, NPC survives.</p><p>d) NPC and villain fight, dwarven guardian appears and helps NPC kill villain</p><p>e) NPC and villain fight, Efreet and uncontrolled beholder appear, villain flees, town starts burning, NPC killed as he comes into the fight between Efreet and beholder. Beholder dies, too.</p><p>f) NPC and villain fight, Efreet and Guardian appear. Town starts burning, villain is killed.</p><p>g) NPC and villain fight, Beholder and Guardian appear, villain flees, beholder dies.</p><p>h) NPC and villain fight, all appear, villain is killed, as well as Efreet, town starts burning. NPC is killed by beholder, too. Beholder flees.</p><p></p><p>This is just the NPC/villain fight.</p><p>The villain would flee into his abode in the palace at first.</p><p></p><p>Depending on other goals, the town would be freed, or not. Either the wizard would take over the city, or the guardians would prevail and some officer would take controll - all possible.</p><p></p><p>But it was much work to compile this adventure, and I don't do as much work for all adventures.</p><p></p><p>So yes, I'd love to buy modules such as this.</p><p></p><p>Berandor</p></blockquote><p></p>
[QUOTE="Berandor, post: 54959, member: 225"] I use these flowcharts/timelines/whatever, too. In a major campaign finale, I had the PCs attack the tyrannical mayor of a city who had a controlled beholder as a pet. I had planned the actions of NPCs, but with leeway to make up for good/bad planning on the PC's side. It all culminated in the final confrontation, but throuhgout the whole adventure, I had a chart with important events to scratch off once achieved. Each of these events altered the outcome. For example, the final fight on the marketplace was between an NPC and the villain (yeah, I know...), surrounded by rebels and guards fighting. The PCs could better the chances of the rebels by a) somehow keeping the barracks sending reinforcements b) inciting locals to help in the rebellion c) start a distraction Furthermore, they could a) free an imprisoned Efreet below the city (they knew about it) b) sneak into the palace and defeat the villain's right hand (a wizard) c) destroying the statue used to control the beholder d) find a guardian hidden by a long-dead dwarf e) free important prisoners who would be able to help in the fight (a red wizard and a local hero) Depending on how many goals they achieved, and how good and swift they were - I measured time, too - the chances for victory changed, and the outcome changed. In this adventure, what could have happened was (abbreviated): a) NPC and villain fight, NPC is killed, but villain forced to flee b) NPC and villain fight, Efreet appears, villain flees, NPC survives, town starts burning before Efreet leaves. c) NPC and villain fight, uncontrolled beholder appears to take revenge at villain; villain is killed, beholder leaves, NPC survives. d) NPC and villain fight, dwarven guardian appears and helps NPC kill villain e) NPC and villain fight, Efreet and uncontrolled beholder appear, villain flees, town starts burning, NPC killed as he comes into the fight between Efreet and beholder. Beholder dies, too. f) NPC and villain fight, Efreet and Guardian appear. Town starts burning, villain is killed. g) NPC and villain fight, Beholder and Guardian appear, villain flees, beholder dies. h) NPC and villain fight, all appear, villain is killed, as well as Efreet, town starts burning. NPC is killed by beholder, too. Beholder flees. This is just the NPC/villain fight. The villain would flee into his abode in the palace at first. Depending on other goals, the town would be freed, or not. Either the wizard would take over the city, or the guardians would prevail and some officer would take controll - all possible. But it was much work to compile this adventure, and I don't do as much work for all adventures. So yes, I'd love to buy modules such as this. Berandor [/QUOTE]
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