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Approaching writing adventures for home games?
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<blockquote data-quote="LordEntrails" data-source="post: 9758566" data-attributes="member: 6804070"><p>For homebrew games I write the background. This is mostly so that I understand the situation and can capture it and put down names and such. Then I create the locations, but not full level of details. I like maps, and will often create custom maps of various level of details but I never write out much. I can improve all of that. Then I create lists of NPCs, majors will have a description and goals/intents, but then will just have flexible squads of minors so I can have a combat/encounter prepped when needed.</p><p>Then, when I lay in bed at night falling asleep I think of possible paths the party might make and the reactions of the NPCs and factions.</p><p></p><p>I know things that are going to happen outside the scope of the player's immediate actions (faction A will do Y, Faction B will do Z) but I never plan what the party is going to do next. I have enough flexible stuff ready to through in a patrol or outpost or ship encounter whenever the party makes a decision that leads them that way. </p><p></p><p>I set the events in motion, the players decide where it will go and how they will try to solve it.</p></blockquote><p></p>
[QUOTE="LordEntrails, post: 9758566, member: 6804070"] For homebrew games I write the background. This is mostly so that I understand the situation and can capture it and put down names and such. Then I create the locations, but not full level of details. I like maps, and will often create custom maps of various level of details but I never write out much. I can improve all of that. Then I create lists of NPCs, majors will have a description and goals/intents, but then will just have flexible squads of minors so I can have a combat/encounter prepped when needed. Then, when I lay in bed at night falling asleep I think of possible paths the party might make and the reactions of the NPCs and factions. I know things that are going to happen outside the scope of the player's immediate actions (faction A will do Y, Faction B will do Z) but I never plan what the party is going to do next. I have enough flexible stuff ready to through in a patrol or outpost or ship encounter whenever the party makes a decision that leads them that way. I set the events in motion, the players decide where it will go and how they will try to solve it. [/QUOTE]
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