Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Designing RPG Adventures With the Players And Not the GM In Mind, Part One
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Lwaxy" data-source="post: 7730662" data-attributes="member: 53286"><p>You always need to consider both,and the GM is the first audience, while the players ultimately are a secondary audience, dependent on how the GM relates the story. It happens often enough, after all, that a group thinks an adventure is bad just because the GM can't make the story work, or that an adventure is loved because the GM turns it into something special despite a bad base product. </p><p></p><p>As a GM, I prefer if the adventure is structured enough for me to find stuff easily,and for references to be clear. If I like the story enough, I can put the work in to organize it myself, but with a full schedule, I often tend to put those adventures on the back burner. </p><p></p><p>Something else to consider, many GMs use published stuff only as reference to create their own loosely related stories. I hardly ever take the story as is, I need to adapt it to the groups I am running it for. For those GMs, it does not help all that much if the story is not written with them in mind. </p><p></p><p>Also, strengths of a system might be a good point. But really, with few exceptions, my groups play everything with Pathfinder. Most things are easily adaptable. Other groups play everything with Fate, or Savage Worlds. An adventure, as well as a setting, is much better off in my opinion if it does not stick to the system so closely as to make it hard for the GM to transfer it. And even when it comes to PF, I can hardly use the stat blocks as they are, especially in a time where everyone can grab a copy of about anything somewhere from the web. To make sure there is still some surprise for all the players, I need to constantly adapt and twist around. So give me more system less adventures, please, and just make sure the story is consistent. Trust the GMs to decide how to use them, and if it fits into the play style of the group. </p><p></p><p>Playing the strengths of a system can also mean to be too repetitive with those strengths. In Pathfinder and in Shadowrun,for example, there tends to be so much focus on battle, other aspects often drown. Even Paizo has adventures where less dungeons and more intrigue and mystery would be a lot better. When the supposed "strength" of a system is overused, it also becomes dull. And yes, I realize that writing with the players in mind one should manage to avoid that. But some players want those fights and dungeons, others do not. I know my groups, so you need to convince me to use something or not. So, write for the GM first, but don't forget that the GM is a player, too, and should be able to see through the issues from all sides. If she can't, then even the perfect adventure is probably not going to help the group all that much. </p><p></p><p>And yeah, there are a lot of disorganized adventures which would make great stories if I finally get to organizing them into something usable for today's play styles. That includes many of the older stuff from the 80s and 90s. The need for well structured easy instant adventures is not something that existed back then.</p></blockquote><p></p>
[QUOTE="Lwaxy, post: 7730662, member: 53286"] You always need to consider both,and the GM is the first audience, while the players ultimately are a secondary audience, dependent on how the GM relates the story. It happens often enough, after all, that a group thinks an adventure is bad just because the GM can't make the story work, or that an adventure is loved because the GM turns it into something special despite a bad base product. As a GM, I prefer if the adventure is structured enough for me to find stuff easily,and for references to be clear. If I like the story enough, I can put the work in to organize it myself, but with a full schedule, I often tend to put those adventures on the back burner. Something else to consider, many GMs use published stuff only as reference to create their own loosely related stories. I hardly ever take the story as is, I need to adapt it to the groups I am running it for. For those GMs, it does not help all that much if the story is not written with them in mind. Also, strengths of a system might be a good point. But really, with few exceptions, my groups play everything with Pathfinder. Most things are easily adaptable. Other groups play everything with Fate, or Savage Worlds. An adventure, as well as a setting, is much better off in my opinion if it does not stick to the system so closely as to make it hard for the GM to transfer it. And even when it comes to PF, I can hardly use the stat blocks as they are, especially in a time where everyone can grab a copy of about anything somewhere from the web. To make sure there is still some surprise for all the players, I need to constantly adapt and twist around. So give me more system less adventures, please, and just make sure the story is consistent. Trust the GMs to decide how to use them, and if it fits into the play style of the group. Playing the strengths of a system can also mean to be too repetitive with those strengths. In Pathfinder and in Shadowrun,for example, there tends to be so much focus on battle, other aspects often drown. Even Paizo has adventures where less dungeons and more intrigue and mystery would be a lot better. When the supposed "strength" of a system is overused, it also becomes dull. And yes, I realize that writing with the players in mind one should manage to avoid that. But some players want those fights and dungeons, others do not. I know my groups, so you need to convince me to use something or not. So, write for the GM first, but don't forget that the GM is a player, too, and should be able to see through the issues from all sides. If she can't, then even the perfect adventure is probably not going to help the group all that much. And yeah, there are a lot of disorganized adventures which would make great stories if I finally get to organizing them into something usable for today's play styles. That includes many of the older stuff from the 80s and 90s. The need for well structured easy instant adventures is not something that existed back then. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Designing RPG Adventures With the Players And Not the GM In Mind, Part One
Top