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DMG adventure design advice - a bit contradictory?
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<blockquote data-quote="I'm A Banana" data-source="post: 9382742" data-attributes="member: 2067"><p>It is pretty contradictory as written.</p><p></p><p>IMO, <strong>(1) </strong>is more explicit than it should be.</p><p></p><p>"How might the adventure play out?" is a more useful angle than "How does the adventure play out?"</p><p></p><p>And "Determine the potential encounters or events that could happen to the characters, from the beginning adventure to the end." is a more useful framing than how the text is currently presented.</p><p></p><p>So, when you're writing an adventure, you should (a) try to prepare encounters you think will happen, and (b) consider the flow of the adventure from beginning to end.</p><p></p><p>And, when you're playing through the adventure, you shouldn't pre-determine the story. Let the players' decisions affect the encounters that actually happen, and be prepared to improvise.</p><p></p><p>An example might be the classic dungeon. If each room has something living in it, these are all potential encounters, and the DM should determine what these could be. That determination might be a random table or a detailed battle plan or whatever, but the encounters are all potential. The players will decide their path through the dungeon, though, and their decisions are part of the fun, so let those decision be impactful - don't decide that no matter what, the first room they open will be X and the second room they open will be Y and the third room they open will be Z. If the players notice, that can feel like a robbery of agency, since the decisions the players made about what order to tackle the rooms in was made kind of meaningless.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 9382742, member: 2067"] It is pretty contradictory as written. IMO, [B](1) [/B]is more explicit than it should be. "How might the adventure play out?" is a more useful angle than "How does the adventure play out?" And "Determine the potential encounters or events that could happen to the characters, from the beginning adventure to the end." is a more useful framing than how the text is currently presented. So, when you're writing an adventure, you should (a) try to prepare encounters you think will happen, and (b) consider the flow of the adventure from beginning to end. And, when you're playing through the adventure, you shouldn't pre-determine the story. Let the players' decisions affect the encounters that actually happen, and be prepared to improvise. An example might be the classic dungeon. If each room has something living in it, these are all potential encounters, and the DM should determine what these could be. That determination might be a random table or a detailed battle plan or whatever, but the encounters are all potential. The players will decide their path through the dungeon, though, and their decisions are part of the fun, so let those decision be impactful - don't decide that no matter what, the first room they open will be X and the second room they open will be Y and the third room they open will be Z. If the players notice, that can feel like a robbery of agency, since the decisions the players made about what order to tackle the rooms in was made kind of meaningless. [/QUOTE]
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DMG adventure design advice - a bit contradictory?
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