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Act structure in adventure design
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<blockquote data-quote="Janx" data-source="post: 4715216" data-attributes="member: 8835"><p>I'd also recommend, that to support a planned adventure of any kind, you need to have players/PCs with goals/interests that are compatible with the hook.</p><p></p><p>If you have a party of evil doers, a "save the princess" mission isn't going to interest them, and they will not want to do it, and not likely hit any scenes you can expect.</p><p></p><p>Whereas, a part of do-gooders who regularly volunteer to help out, will be likely to bite the save the princess hook.</p><p></p><p>In the same vein, the do-gooders are likely to do predictable things like talk to NPCs, examine clues, follow most of the laws, and then find and kill the bad guy. To an extent, you can script their planned path, and they will sort of follow it. And if they don't you can probably adjust it.</p><p></p><p>With an evil party, all bets are off. They will stop and do random evil, just because they're evil. They'll kill or not kill whomever. It's much harder to predict, unless you make everything a threat to fight. And then, they may run away, because they don't care about anything themselves.</p><p></p><p></p><p>The point then, is write and customize your adventure for the PCs and players. Make the plot hook something they would go for. And not just monetary reward, as that gets old (don't use the same trick over and over again).</p><p></p><p></p><p>This is why I don't use canned adventures. I write each one myself, and make it fit the PCs and style of game that works for my players.</p><p></p><p>As a result, I'm able to sculpt a story that the player wants and enjoys. It's a surprise, because I invent the elements, but I use elements I think the player will like.</p><p></p><p>One thing I don't like to see, is a player dictating the terms of the adventure. I don't want them telling me that they want to have an adventure where Princess Daphne gets kidnapped by red orcs, who use khopesh swords, and they have to travel across the desert of mud, and so on. That's my job. I want to hear ideas from my players like:</p><p>I want to do as many good deeds as I can</p><p>I want to raise in rank in the guild</p><p>I want to get more power</p><p>I want to increase my political power</p><p>I want to grow my wealth and business</p><p>I want to learn more about that thing we saw last adventure</p><p>I want to avenge my dog's death, I look for clues to his killer</p><p>I want to take-over that NPC's empire</p><p></p><p></p><p>Stuff like that. It's either broad goals, or specific responses to what's already happened in game.</p></blockquote><p></p>
[QUOTE="Janx, post: 4715216, member: 8835"] I'd also recommend, that to support a planned adventure of any kind, you need to have players/PCs with goals/interests that are compatible with the hook. If you have a party of evil doers, a "save the princess" mission isn't going to interest them, and they will not want to do it, and not likely hit any scenes you can expect. Whereas, a part of do-gooders who regularly volunteer to help out, will be likely to bite the save the princess hook. In the same vein, the do-gooders are likely to do predictable things like talk to NPCs, examine clues, follow most of the laws, and then find and kill the bad guy. To an extent, you can script their planned path, and they will sort of follow it. And if they don't you can probably adjust it. With an evil party, all bets are off. They will stop and do random evil, just because they're evil. They'll kill or not kill whomever. It's much harder to predict, unless you make everything a threat to fight. And then, they may run away, because they don't care about anything themselves. The point then, is write and customize your adventure for the PCs and players. Make the plot hook something they would go for. And not just monetary reward, as that gets old (don't use the same trick over and over again). This is why I don't use canned adventures. I write each one myself, and make it fit the PCs and style of game that works for my players. As a result, I'm able to sculpt a story that the player wants and enjoys. It's a surprise, because I invent the elements, but I use elements I think the player will like. One thing I don't like to see, is a player dictating the terms of the adventure. I don't want them telling me that they want to have an adventure where Princess Daphne gets kidnapped by red orcs, who use khopesh swords, and they have to travel across the desert of mud, and so on. That's my job. I want to hear ideas from my players like: I want to do as many good deeds as I can I want to raise in rank in the guild I want to get more power I want to increase my political power I want to grow my wealth and business I want to learn more about that thing we saw last adventure I want to avenge my dog's death, I look for clues to his killer I want to take-over that NPC's empire Stuff like that. It's either broad goals, or specific responses to what's already happened in game. [/QUOTE]
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