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<blockquote data-quote="pming" data-source="post: 6738711" data-attributes="member: 45197"><p>Hiya!</p><p></p><p></p><p></p><p>If Skeeg isn't the "mastermind", then I honestly would like to know how "what he knows about his superior's plans, stronghold, prisoners, treasure..." having a write up of, say, two or three paragraphs, will matter? If he is killed by a lucky crit from the archer, then the adventure just wasted three paragraphs of space. Additionally, even if the PC's capture, interrogate and get the info...after that, those three paragraphs are now wasted space. That info can't be "re-used"; it's a one way trip.</p><p></p><p>But by having a much more vague description and leaving the details up to the DM, more "adventure-running stuff" can be included. If, in stead of three paragraphs, there was another pair of rooms, or another possible encounter, or hell, even a small "Random Rat-Man Belt Pouch Contents"...those could be re-used with much more ease.</p><p></p><p>Now that I've said that... I will like to say that I prefer "light, fast, and loose" style adventure writing <em>for my D&D-style games</em>. For Call of Cthulhu...no. I want *much* more in-depth background/story. For my Marvel Super Heroes Advanced games, I want more focus on character motivation. For my sci-fi games... I like something in between. For some other fantasy rpg's I like (such as Powers & Perils, or HARP, or Runequest), it depends on the campaign style I'm going for; most of the time is's somewhere close to "D&D'ish", but just on the edge of where I like my sci-fi stuff.</p><p></p><p>But, for 5e in particular, I find the "light, fast, and loose" style of adventure writing to be an awesome fit. I just finished running a 7 month or so long 5e campaign. I started with "Idol of the Frog God" as a base (also available on Dyson's Delve website). Then it moved into the "Dwarven Citidel Ruins of Kuln". The dwarven ruins was a map set put out by "0one Games" ( <a href="http://www.rpgnow.com/product/2643/0ones-Blueprints-Dwarven-Stronghold?term=dwarven+&it=1" target="_blank">http://www.rpgnow.com/product/2643/0ones-Blueprints-Dwarven-Stronghold?term=dwarven+&it=1</a> ). It is basically just maps. It has a "Level room # function" page for each level. They are written up with, just this:</p><p></p><p>"3. Great Hall ______________________________ "</p><p></p><p>Room number, name of room/area, and one long, blank line for me to write in any info/detail. I just used my own letter code for what is in the room and determined specifics as needed or a day or so in advance of play. So "3. Great Hall : P, M, T". The "P" meant there was a traP in the room. The M, for Monster. And the T was for Treasure. I also had Obstacle, Hazzard and tricK (O, H, K). I had a 'cheat sheet' I could write up and keep at the side for a list of monsters. This allowed me to change things easily as the PC's explored areas and cleared them of monsters. I could go back in and "restock", as needed. I could have other monsters from other areas move into new rooms. In short, I could just use what I had written down, but decide on the specifics as needed. This allows me great freedom to guage my players excitement (or not) levels for certain encounters or other things... all without "wasting words" that would have had to have been rewritten anyway after the first few delves into the ruins.</p><p></p><p>Anyway, I'm rambling a bit. Suffice it to say, I'd rather be staring at "3. Great Hall _____________" than staring at a three paragraph write up thinking to myself <em>"Yeah, that was fun...but that happened 6 sessions ago and now I just have to ignore it all"</em>. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 6738711, member: 45197"] Hiya! If Skeeg isn't the "mastermind", then I honestly would like to know how "what he knows about his superior's plans, stronghold, prisoners, treasure..." having a write up of, say, two or three paragraphs, will matter? If he is killed by a lucky crit from the archer, then the adventure just wasted three paragraphs of space. Additionally, even if the PC's capture, interrogate and get the info...after that, those three paragraphs are now wasted space. That info can't be "re-used"; it's a one way trip. But by having a much more vague description and leaving the details up to the DM, more "adventure-running stuff" can be included. If, in stead of three paragraphs, there was another pair of rooms, or another possible encounter, or hell, even a small "Random Rat-Man Belt Pouch Contents"...those could be re-used with much more ease. Now that I've said that... I will like to say that I prefer "light, fast, and loose" style adventure writing [I]for my D&D-style games[/I]. For Call of Cthulhu...no. I want *much* more in-depth background/story. For my Marvel Super Heroes Advanced games, I want more focus on character motivation. For my sci-fi games... I like something in between. For some other fantasy rpg's I like (such as Powers & Perils, or HARP, or Runequest), it depends on the campaign style I'm going for; most of the time is's somewhere close to "D&D'ish", but just on the edge of where I like my sci-fi stuff. But, for 5e in particular, I find the "light, fast, and loose" style of adventure writing to be an awesome fit. I just finished running a 7 month or so long 5e campaign. I started with "Idol of the Frog God" as a base (also available on Dyson's Delve website). Then it moved into the "Dwarven Citidel Ruins of Kuln". The dwarven ruins was a map set put out by "0one Games" ( [url]http://www.rpgnow.com/product/2643/0ones-Blueprints-Dwarven-Stronghold?term=dwarven+&it=1[/url] ). It is basically just maps. It has a "Level room # function" page for each level. They are written up with, just this: "3. Great Hall ______________________________ " Room number, name of room/area, and one long, blank line for me to write in any info/detail. I just used my own letter code for what is in the room and determined specifics as needed or a day or so in advance of play. So "3. Great Hall : P, M, T". The "P" meant there was a traP in the room. The M, for Monster. And the T was for Treasure. I also had Obstacle, Hazzard and tricK (O, H, K). I had a 'cheat sheet' I could write up and keep at the side for a list of monsters. This allowed me to change things easily as the PC's explored areas and cleared them of monsters. I could go back in and "restock", as needed. I could have other monsters from other areas move into new rooms. In short, I could just use what I had written down, but decide on the specifics as needed. This allows me great freedom to guage my players excitement (or not) levels for certain encounters or other things... all without "wasting words" that would have had to have been rewritten anyway after the first few delves into the ruins. Anyway, I'm rambling a bit. Suffice it to say, I'd rather be staring at "3. Great Hall _____________" than staring at a three paragraph write up thinking to myself [I]"Yeah, that was fun...but that happened 6 sessions ago and now I just have to ignore it all"[/I]. :) ^_^ Paul L. Ming [/QUOTE]
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