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*TTRPGs General
A different model of adventure writing?
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<blockquote data-quote="Pielorinho" data-source="post: 57912" data-attributes="member: 259"><p>Interesting responses, folks. I definitely see the advantage of site-based adventures; the one thing that I think it missing from many of them, however, is interesting motivations on the part of the villains. It's one thing for a dungeon to be stocked chock full of monsters. It's another thing for the dungeon to be stocked chock full of monsters led by two groups, the first of which wants to build a force capable of taking over a nearby dwarven settlement and the second of which wants to increase the mining operations in the dungeon with the ultimate goal of uncovering a forgotten artifact forged by the gods.</p><p></p><p>I can come up with interesting motivations, mind you -- but I can also come up with interesting maps, if it comes to that. And I'd pay folks good money to start me off with some motivations for the NPCs that I wouldn't normally think of.</p><p></p><p>I think that good NPC motivations are even more vital to a fun adventure than good locations, and lead to cohesive and wonderfully complicated stories. </p><p></p><p>If a timeline has too much railroading (not that I think it necessarily has to have), what if an adventure simply contained detailed motivations for the major NPCs? That way, the DM would have a lot more to work with, I think.</p><p></p><p>Daniel</p></blockquote><p></p>
[QUOTE="Pielorinho, post: 57912, member: 259"] Interesting responses, folks. I definitely see the advantage of site-based adventures; the one thing that I think it missing from many of them, however, is interesting motivations on the part of the villains. It's one thing for a dungeon to be stocked chock full of monsters. It's another thing for the dungeon to be stocked chock full of monsters led by two groups, the first of which wants to build a force capable of taking over a nearby dwarven settlement and the second of which wants to increase the mining operations in the dungeon with the ultimate goal of uncovering a forgotten artifact forged by the gods. I can come up with interesting motivations, mind you -- but I can also come up with interesting maps, if it comes to that. And I'd pay folks good money to start me off with some motivations for the NPCs that I wouldn't normally think of. I think that good NPC motivations are even more vital to a fun adventure than good locations, and lead to cohesive and wonderfully complicated stories. If a timeline has too much railroading (not that I think it necessarily has to have), what if an adventure simply contained detailed motivations for the major NPCs? That way, the DM would have a lot more to work with, I think. Daniel [/QUOTE]
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