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General Tabletop Discussion
*Dungeons & Dragons
DMG adventure design advice - a bit contradictory?
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<blockquote data-quote="pemerton" data-source="post: 9381153" data-attributes="member: 42582"><p>Not really. And it's not as if the writing is coy: "How do you expect the adventure will end? Think about possible endings as well as rewards for the characters."</p><p></p><p>It's hardly James Joyce.</p><p></p><p>I do tend to read instructional texts literally. I mean, there are some exceptions in the RPG world - some instructional texts that are also written with flair and allusion - but I don't think WotC is writing those!</p><p></p><p>And I'm not "searching for problems". I saw a link to this preview, I had a read of it, and I was struck by the contradiction.</p><p></p><p>This isn't true, if the map has multiple paths. (Which you seem to recognise.)</p><p></p><p>In the even more classic mega-dungeon, the players are also expected to scout out and choose their goal - so, in effect, it is the players who choose which scenes are framed (from a "menu" provided by the GM's dungeon building).</p><p></p><p></p><p></p><p>Well, if this is what they're hinting at (i) I think they could be clearer, and (ii) I think it's bad advice. I mean, why would you prepare a sequence of events if you're not intending to follow that sequence of events?</p><p></p><p>There are other ways of preparing and planning content for a RPG session than planning a sequence of events with a beginning and an end that you don't intend to use.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9381153, member: 42582"] Not really. And it's not as if the writing is coy: "How do you expect the adventure will end? Think about possible endings as well as rewards for the characters." It's hardly James Joyce. I do tend to read instructional texts literally. I mean, there are some exceptions in the RPG world - some instructional texts that are also written with flair and allusion - but I don't think WotC is writing those! And I'm not "searching for problems". I saw a link to this preview, I had a read of it, and I was struck by the contradiction. This isn't true, if the map has multiple paths. (Which you seem to recognise.) In the even more classic mega-dungeon, the players are also expected to scout out and choose their goal - so, in effect, it is the players who choose which scenes are framed (from a "menu" provided by the GM's dungeon building). Well, if this is what they're hinting at (i) I think they could be clearer, and (ii) I think it's bad advice. I mean, why would you prepare a sequence of events if you're not intending to follow that sequence of events? There are other ways of preparing and planning content for a RPG session than planning a sequence of events with a beginning and an end that you don't intend to use. [/QUOTE]
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DMG adventure design advice - a bit contradictory?
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