GMMichael
Guide of Modos
Sounds about right. And the problem (that I'm seeing, anyway) is that the monsters are often on a separate page from the map, which is on a separate page from the items.In a published adventure, the standard mess to be managed seems to be:
NPCs (who are they, where are they, what do they have)
monsters (who are they, where are they, what do they have)
Places (towns, dungeons, rooms)
Items (all the goodies on NPCs, monsters and lying in Rooms)
A simple 1 level dungeon with 12 rooms, 50% occupied with 4 monsters per encounter and 2 items per monster is at:
13 Places (dungeon + 12 rooms)
24 monsters
48 items
Yeah, the simplest encounter has a person, place, and thing. Which is why I like the dynamic element idea, and if it's not too meta, a plot element.In theory, the Encounter is the combined info of Monster, NPC, Items at a specific Place.
This concept may be sufficient for a basic dungeon crawl (which is location based, so the GM is navigating the Places tab pretty regularly).
The TimeLine depends on scripts. Dynamic elements of an encounter do too. So they have something in common. Your app would need an alternative script - how the NPC's behavior CHANGES once in the encounter. For a published encounter, NPCs have less of a script, so their dynamic elements describe how the person, place, and thing change over time, or in certain conditions.Not sure how it would help for event driven (hence my TimeLine idea) or your Dynamic Elements concept.
Example dynamic element:
7. Sounding the alarm (dynamic). Enemies in this room have an additional combat option: reaching the bell and ringing it. A good ring or two gathers the attention of more opponents, but only from the barracks (p.3, e.12) or the training yard (p.3, e.14).
Ah, stat blocks. These are, by the way, a big reason why WotC can't use the Delve format. In editions prior to 5, they're just way too bulky. I have seen some very elegant stat blocks for 5th ed, though.One concept I've had for making my imaginary app game-agnostic, is that the NPCs, monsters etc would be defined by generic text boxes, that I'd supply HTML templates for. The user would use a WYSIWYG box to fill in the stat block, but the stat block itself is just rich text. The app wouldn't really know or care if it said Bob the Wizard or was a fancy 3e stat block.
If you really want gamers to use your app, you'd better make those WYSIWYG blocks easily drag'n'drop or cut'n'paste. I doubt anyone will want to spend time actually typing these sorts of things in. Unless, well, you have a simple game system that makes stat blocks short and sweet.
Can we create a game-agnostic adventure module format? Janx's generic text boxes might then become actual blank boxes on a page - with just an NPC name listed at the top.
I'm writing up a series of module elements - the "reference" side of the module. I have NPC elements, locations, items, and some "encounter" elements (around which the other elements tend to gather). The upcoming test: will the encounter pages have enough space for their essential elements, and how much page turning will be involved for the non-essential elements that are listed in the reference section?