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General Tabletop Discussion
*TTRPGs General
DMs, How do you write your adventures?
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<blockquote data-quote="Whisper72" data-source="post: 1439745" data-attributes="member: 17339"><p>Okay, let me have a shot. Usually, I wing most things, but I DO have a general plotline written out. The way I do this is using some 'guidelines' as follows:</p><p></p><p>- Do NOT write in detail the world and everything, leave room to improvise</p><p>- DO write up the important NPCs (both on the 'good' side and the main villains)</p><p>- Create a believable history for the antagonists (i.e. WHY is the evil Lich trying to conquer the world? 'what happened in his childhood to be this way'</p><p>- To make things 'grand' have a rich history for the main villains (i.e. the Lich used to be the king of this and that kingdom, was overthrown, and now seeks revenge as beeline, but write out a bunch of important details:</p><p> - large important battles that took place</p><p> - stories about people who were important at the time (generals, mages etc.)</p><p></p><p>- then speckle your adventures with encounters from this history, i.e. when the PC's loot some random tomb, make it such that the main interred person so happens to be the general who fell during the siege of whatever, and leave some clues about the main villain in ancient texts found in the tomb etc.</p><p></p><p>Slowly build up a realization that the main villain is about, what his plans are etc. do not introduce the main villain early on, leave the PC's a bit in the dark. Let THEM come to the realization that the name of the villain is the same as that found in the ancient texts for example...</p><p></p><p>The trick is IMHO to sprinkle the campaign with events which all lead to one thing without railroading the PC's through a series of set events that have to happen in sequence.</p></blockquote><p></p>
[QUOTE="Whisper72, post: 1439745, member: 17339"] Okay, let me have a shot. Usually, I wing most things, but I DO have a general plotline written out. The way I do this is using some 'guidelines' as follows: - Do NOT write in detail the world and everything, leave room to improvise - DO write up the important NPCs (both on the 'good' side and the main villains) - Create a believable history for the antagonists (i.e. WHY is the evil Lich trying to conquer the world? 'what happened in his childhood to be this way' - To make things 'grand' have a rich history for the main villains (i.e. the Lich used to be the king of this and that kingdom, was overthrown, and now seeks revenge as beeline, but write out a bunch of important details: - large important battles that took place - stories about people who were important at the time (generals, mages etc.) - then speckle your adventures with encounters from this history, i.e. when the PC's loot some random tomb, make it such that the main interred person so happens to be the general who fell during the siege of whatever, and leave some clues about the main villain in ancient texts found in the tomb etc. Slowly build up a realization that the main villain is about, what his plans are etc. do not introduce the main villain early on, leave the PC's a bit in the dark. Let THEM come to the realization that the name of the villain is the same as that found in the ancient texts for example... The trick is IMHO to sprinkle the campaign with events which all lead to one thing without railroading the PC's through a series of set events that have to happen in sequence. [/QUOTE]
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