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Adventure Design: Backstory and History
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<blockquote data-quote="Mad Zagyg" data-source="post: 6737805" data-attributes="member: 47680"><p>I strongly dislike it, and it seems to have become the norm for most adventures that are written today. Sometimes I feel like these writers should get busy writing their first fantasy novel, rather than continue writing adventures. They seem to get too caught up in the story <em>they</em> want to tell and forget completely that they should be providing us with a shell to work with. The best adventures allow huge amounts of room for organic play to fill in the details.</p><p></p><p>Lost Mine of Phandelver had the format down pretty perfectly. Brief descriptions and a focus on the action, not backstory. It allows DMs all the room they need to use the adventure more freely, rather than force me to read through oceans of font so that I can better understand the motivations and strategies of NPCs.</p><p></p><p>One need only bust out White Plume Mountain or Against the Giants to get a firm grasp on what great adventure-writing should look like.</p><p></p><p>My preferred style would be for authors to approach adventure-writing in the same way that screenwriters approach their trade: minimalist.</p><p></p><p>White Plume Mountain, regarded as one of the best adventures of all time, is 16 pages long. The Introduction is about 5 paragraphs, and by page 2 or 3 of the adventure you are into keyed encounters, which are themselves short and to the point.</p></blockquote><p></p>
[QUOTE="Mad Zagyg, post: 6737805, member: 47680"] I strongly dislike it, and it seems to have become the norm for most adventures that are written today. Sometimes I feel like these writers should get busy writing their first fantasy novel, rather than continue writing adventures. They seem to get too caught up in the story [I]they[/I] want to tell and forget completely that they should be providing us with a shell to work with. The best adventures allow huge amounts of room for organic play to fill in the details. Lost Mine of Phandelver had the format down pretty perfectly. Brief descriptions and a focus on the action, not backstory. It allows DMs all the room they need to use the adventure more freely, rather than force me to read through oceans of font so that I can better understand the motivations and strategies of NPCs. One need only bust out White Plume Mountain or Against the Giants to get a firm grasp on what great adventure-writing should look like. My preferred style would be for authors to approach adventure-writing in the same way that screenwriters approach their trade: minimalist. White Plume Mountain, regarded as one of the best adventures of all time, is 16 pages long. The Introduction is about 5 paragraphs, and by page 2 or 3 of the adventure you are into keyed encounters, which are themselves short and to the point. [/QUOTE]
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