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DMs, How do you write your adventures?
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<blockquote data-quote="Ghostknight" data-source="post: 1439879" data-attributes="member: 15338"><p>Well, over the years I have developed a technique that seems to follow much of what others here are doing</p><p></p><p>1) Detail the general history of the world, broad outlines that covers major information for players so they have a top level perspective.</p><p>2) Detail necessary information for character creation - things like any specific house rules for play, deities t be used etc. Specific groups that may be brought into play I will detail and the rest I detail as the campaign progresses and they are viable character choices or goals or I need them for my plots (they then enter the realm of general knowledge)</p><p>3) I like to leave my adventures open enough to allow player freedom while moving towards some overall campaign goal. Thus I note possible adventure paths and details of what characters need to fulfill to complete that path - this list includes major NPCs and their histories, stats for encounters (I don't detail each orc but will detail their necessary combat and non-combat stats), CRs for traps etc and plot hooks.</p><p>4) I also have a few generic encounters/ monster stats ready to throw in along the way if the players do something and take me by surprise. This includes some NPCs I have written up and detailed with no specific goal until I need them or just encounters of varying CR to utilise. Hopefully the players cannot tell the difference and thus don't know when the DM is caught off guard! <img src="http://www.enworld.org/forum/images/smilies/nervous.png" class="smilie" loading="lazy" alt=":heh:" title="Nervous Laugh :heh:" data-shortname=":heh:" /></p></blockquote><p></p>
[QUOTE="Ghostknight, post: 1439879, member: 15338"] Well, over the years I have developed a technique that seems to follow much of what others here are doing 1) Detail the general history of the world, broad outlines that covers major information for players so they have a top level perspective. 2) Detail necessary information for character creation - things like any specific house rules for play, deities t be used etc. Specific groups that may be brought into play I will detail and the rest I detail as the campaign progresses and they are viable character choices or goals or I need them for my plots (they then enter the realm of general knowledge) 3) I like to leave my adventures open enough to allow player freedom while moving towards some overall campaign goal. Thus I note possible adventure paths and details of what characters need to fulfill to complete that path - this list includes major NPCs and their histories, stats for encounters (I don't detail each orc but will detail their necessary combat and non-combat stats), CRs for traps etc and plot hooks. 4) I also have a few generic encounters/ monster stats ready to throw in along the way if the players do something and take me by surprise. This includes some NPCs I have written up and detailed with no specific goal until I need them or just encounters of varying CR to utilise. Hopefully the players cannot tell the difference and thus don't know when the DM is caught off guard! :heh: [/QUOTE]
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