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Crafting an Adventure Module Format
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<blockquote data-quote="GMMichael" data-source="post: 6459638" data-attributes="member: 6685730"><p>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.</p><p></p><p></p><p>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.</p><p></p><p></p><p>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.</p><p></p><p>Example dynamic element:</p><p></p><p>7. <strong>Sounding the alarm (dynamic)</strong>. 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).</p><p></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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?</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6459638, member: 6685730"] 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. 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. 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. Example dynamic element: 7. [B]Sounding the alarm (dynamic)[/B]. 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. 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? [/QUOTE]
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