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Community
General Tabletop Discussion
*Dungeons & Dragons
Designing scenario's / episodes that can be finished in 4-hour sessions
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<blockquote data-quote="Imaculata" data-source="post: 7284795" data-attributes="member: 6801286"><p>Designing such an adventure is kind of like writing a short episode for a tv show, in my opinion. (not that I have ever done so, but you get my point)</p><p></p><p>You have one location in which the adventure takes place, with hopefully by the end of it a reason to move somewhere else for your next session. The adventure is entirely self contained; all the characters are in the same location, and also the enemies. You set up a simple conflict that involves a little bit of everything, with a cliffhanger ending for the next episode.</p><p></p><p>For example: The players are trapped on a prison boat, along with other npc's. They need to find a way to escape (ability checks and a bit of puzzling) and optionally form an alliance with their fellow prisoners (social). But mid-escape there is a complication: The prison ship is attacked by an unknown force, and starts sinking while the players are making their escape. The ship is now a small underwater dungeon, where they possibly fight some of the guards, and a shark or two. The session ends when they escape, and come face to face with the force that sank the ship. And there's your cliffhanger.</p><p></p><p>Various elements in this example are easy to control for time length. You can steer how long the social interactions last, by having an unpleasant prison guard show up at any time to interrupt the conversation. And the ship starts sinking when you say so. You determine when the sharks show up, and how many guards they have to fight along the way. The players will probably try to find their belongings too, which can be as difficult and time consuming as you want it to be. Heck, maybe they find their stuff right away. Or maybe part of the ship has collapsed and they have to push debris out of the way. Any simple obstacle you throw in their way, adds a little bit of extra time to the adventure.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7284795, member: 6801286"] Designing such an adventure is kind of like writing a short episode for a tv show, in my opinion. (not that I have ever done so, but you get my point) You have one location in which the adventure takes place, with hopefully by the end of it a reason to move somewhere else for your next session. The adventure is entirely self contained; all the characters are in the same location, and also the enemies. You set up a simple conflict that involves a little bit of everything, with a cliffhanger ending for the next episode. For example: The players are trapped on a prison boat, along with other npc's. They need to find a way to escape (ability checks and a bit of puzzling) and optionally form an alliance with their fellow prisoners (social). But mid-escape there is a complication: The prison ship is attacked by an unknown force, and starts sinking while the players are making their escape. The ship is now a small underwater dungeon, where they possibly fight some of the guards, and a shark or two. The session ends when they escape, and come face to face with the force that sank the ship. And there's your cliffhanger. Various elements in this example are easy to control for time length. You can steer how long the social interactions last, by having an unpleasant prison guard show up at any time to interrupt the conversation. And the ship starts sinking when you say so. You determine when the sharks show up, and how many guards they have to fight along the way. The players will probably try to find their belongings too, which can be as difficult and time consuming as you want it to be. Heck, maybe they find their stuff right away. Or maybe part of the ship has collapsed and they have to push debris out of the way. Any simple obstacle you throw in their way, adds a little bit of extra time to the adventure. [/QUOTE]
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