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<blockquote data-quote="jasonzavoda" data-source="post: 5478423" data-attributes="member: 15036"><p>The days of flexable adventure/encounter design are still, and have always been, resting in the hands of the DM regardless of the game system or scenario. </p><p></p><p>The DM must also judge what interests his players. Is it less talk, more fight or do the players enjoy expanding on the roles of their characters? Does the DM have a skill for puzzles, story-telling, intricate plots and detailed NPCs, and do the players have a stomach for such things?</p><p></p><p>So, an adventure can present obstacle, obstacle, obstacle, but from my experience a common player solution is fight, fight, fight. In writing and publishing an adventure with limited size in pages, easiest to cover the fighting portions of the obstacles and let the DM sort out whether these obstacles can be bypassed, used skills on or roleplayed through, rather than hacked down and looted.</p><p></p><p>All published adventures are dry paper and ink seeped into a page until a DM brings them to life with his own words and imagination. The best the creator of the adventure can do is provide the DM with structure, bones, a skeleton, for the DM to animate and flesh out as he sees fit. The shape of these bones, the look of the skeleton, polished ivory, yellowed, decayed and gnawed, human, monstrous or otherworldly thing, are the small touches that add character to an adventure, but do not and cannot make it live. </p><p></p><p>No, I have not found an easy formula for adventure design only some designers with a better touch at constructing bones than others.</p></blockquote><p></p>
[QUOTE="jasonzavoda, post: 5478423, member: 15036"] The days of flexable adventure/encounter design are still, and have always been, resting in the hands of the DM regardless of the game system or scenario. The DM must also judge what interests his players. Is it less talk, more fight or do the players enjoy expanding on the roles of their characters? Does the DM have a skill for puzzles, story-telling, intricate plots and detailed NPCs, and do the players have a stomach for such things? So, an adventure can present obstacle, obstacle, obstacle, but from my experience a common player solution is fight, fight, fight. In writing and publishing an adventure with limited size in pages, easiest to cover the fighting portions of the obstacles and let the DM sort out whether these obstacles can be bypassed, used skills on or roleplayed through, rather than hacked down and looted. All published adventures are dry paper and ink seeped into a page until a DM brings them to life with his own words and imagination. The best the creator of the adventure can do is provide the DM with structure, bones, a skeleton, for the DM to animate and flesh out as he sees fit. The shape of these bones, the look of the skeleton, polished ivory, yellowed, decayed and gnawed, human, monstrous or otherworldly thing, are the small touches that add character to an adventure, but do not and cannot make it live. No, I have not found an easy formula for adventure design only some designers with a better touch at constructing bones than others. [/QUOTE]
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