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A different model of adventure writing?
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<blockquote data-quote="Pielorinho" data-source="post: 63038" data-attributes="member: 259"><p>A very interesting post, Orcus. I especially like how you handle things in the Tomb of Abysthor; this is exactly the kind of motivation that i think is lacking from a lot of adventures. Personally, I'd take it a little further: I'd suggest a specific plan that one group might take (they might try to cast charm monster on the head of the rival group, for example, and subtly influence them). This specific suggestion might never go off, of course, due to PC interference -- but it gives the DM an idea of how the broad motivations might specifically play out, and then the DM can modify those specific suggestions freely according to PC action (for example, if the PCs end up allying with the rival group, the first group might cast Charm MOnster on the PCs instead).</p><p></p><p>However, I do see what you're saying about how villain plans must always be tailored to individual parties. It may be that the level of detail I want in an adventure is simply unachievable. Probably after I finish Speaker in Dreams, I'll return to writing most of my own material, since I'm more comfortable working that way.</p><p></p><p>But if more dungeons had ideas in it like the Tomb of Abysthor's intro, I'd be a lot happier with them.</p><p></p><p>Daniel</p></blockquote><p></p>
[QUOTE="Pielorinho, post: 63038, member: 259"] A very interesting post, Orcus. I especially like how you handle things in the Tomb of Abysthor; this is exactly the kind of motivation that i think is lacking from a lot of adventures. Personally, I'd take it a little further: I'd suggest a specific plan that one group might take (they might try to cast charm monster on the head of the rival group, for example, and subtly influence them). This specific suggestion might never go off, of course, due to PC interference -- but it gives the DM an idea of how the broad motivations might specifically play out, and then the DM can modify those specific suggestions freely according to PC action (for example, if the PCs end up allying with the rival group, the first group might cast Charm MOnster on the PCs instead). However, I do see what you're saying about how villain plans must always be tailored to individual parties. It may be that the level of detail I want in an adventure is simply unachievable. Probably after I finish Speaker in Dreams, I'll return to writing most of my own material, since I'm more comfortable working that way. But if more dungeons had ideas in it like the Tomb of Abysthor's intro, I'd be a lot happier with them. Daniel [/QUOTE]
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