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A different model of adventure writing?
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<blockquote data-quote="Orcus" data-source="post: 56129" data-attributes="member: 1254"><p>I love the Moria example. But that illustrates how hard it would be to do the type of timeline thing that is suggested. Timelines and motiviations such as the ones proposed must almost always be imposed by the individual DM on the particular published product.</p><p></p><p>For example, I would do a module called "Mines of Moria." You'd get maps (with straight and winding corridors due to mining) and a key showing where everything is. Where the balrog is, where the orcs live, the number of dead dwarves. You'd also get some background.</p><p></p><p>The DM would then provide the PC motiviations for going there. The module may have a few suggestions, but most of those suggestions are story and campaign specific.</p><p></p><p>You could do a timeline for some NPC or monster plan to, say, thwart the return of an advanced orc scout, or waylay a nazgul going to parley with hte balrog, or recover the book of mazarbul, or find the axe of balin, or whatever. You could even have an evil sorceror divert the PCs into Moria by turning the elements against them as they try to travel through the pass. There are so many permutations. That should be left to the DM.</p><p></p><p>That is why the best and most flexible modules are site based. The DM then places his or her story on top of the site.</p><p></p><p>Clark</p></blockquote><p></p>
[QUOTE="Orcus, post: 56129, member: 1254"] I love the Moria example. But that illustrates how hard it would be to do the type of timeline thing that is suggested. Timelines and motiviations such as the ones proposed must almost always be imposed by the individual DM on the particular published product. For example, I would do a module called "Mines of Moria." You'd get maps (with straight and winding corridors due to mining) and a key showing where everything is. Where the balrog is, where the orcs live, the number of dead dwarves. You'd also get some background. The DM would then provide the PC motiviations for going there. The module may have a few suggestions, but most of those suggestions are story and campaign specific. You could do a timeline for some NPC or monster plan to, say, thwart the return of an advanced orc scout, or waylay a nazgul going to parley with hte balrog, or recover the book of mazarbul, or find the axe of balin, or whatever. You could even have an evil sorceror divert the PCs into Moria by turning the elements against them as they try to travel through the pass. There are so many permutations. That should be left to the DM. That is why the best and most flexible modules are site based. The DM then places his or her story on top of the site. Clark [/QUOTE]
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