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General Tabletop Discussion
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DMG adventure design advice - a bit contradictory?
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<blockquote data-quote="Clint_L" data-source="post: 9386560" data-attributes="member: 7035894"><p>Pre-written adventures are generally very narrow, since the idea is to be able to play them as written without doing a ton of prep. So the BBEG typically has a very specific plan for the players to foil, and each step on the way is closely prescribed because the adventure needs to be of a digestible scope.</p><p></p><p>I find that leaving room for player improvisation takes more prep from the GM, not less. To use Lanefan's example from above, in order to be prepared for the different options, I have to know what the Duke wants, as well as his key flunkies and their motivations, plus any other interested parties. I have to be prepared for a number of possible locations and encounters. And so on.</p><p></p><p>So I always have a lot more material prepared than ever comes up in game. But that's okay - maybe I'll get to use it some other time. At the same time, if you set it up right, players generally want to follow the main plot thread that you had in mind. So while players <em>could</em> make random choices, in general they want to figure out the mystery, stop the BBEG, or whatever.</p></blockquote><p></p>
[QUOTE="Clint_L, post: 9386560, member: 7035894"] Pre-written adventures are generally very narrow, since the idea is to be able to play them as written without doing a ton of prep. So the BBEG typically has a very specific plan for the players to foil, and each step on the way is closely prescribed because the adventure needs to be of a digestible scope. I find that leaving room for player improvisation takes more prep from the GM, not less. To use Lanefan's example from above, in order to be prepared for the different options, I have to know what the Duke wants, as well as his key flunkies and their motivations, plus any other interested parties. I have to be prepared for a number of possible locations and encounters. And so on. So I always have a lot more material prepared than ever comes up in game. But that's okay - maybe I'll get to use it some other time. At the same time, if you set it up right, players generally want to follow the main plot thread that you had in mind. So while players [I]could[/I] make random choices, in general they want to figure out the mystery, stop the BBEG, or whatever. [/QUOTE]
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DMG adventure design advice - a bit contradictory?
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