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General Tabletop Discussion
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DMs, How do you write your adventures?
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<blockquote data-quote="der_kluge" data-source="post: 1440169" data-attributes="member: 945"><p>One method that has been successful for me is to take a pre-written module and use it as an end-game, or a starting point for a campaign. </p><p></p><p>For instance, I've taken a couple of MonkeyGod modules, and twisted some of the key facts about the plots involved, and am utilizing the dungeons and NPCs mostly as is. Then, I've structured my campaign to culminate in these two modules (Black Ice Well, and Hellstone Deep), which covers me from about 15th level to 20th level.</p><p></p><p></p><p>I would separate campaign-level thinking, to adventure-level thinking. That is, I have an idea where my campaign is going, and I've had a loose outline of that campaign formulated for some time now. What was lacking was individual pieces, which are the adventures. I tend to go from game to game, so from one game to the next, I sometimes have a hard time thinking of "where they go next". For that, I first spend a lot of time just brainstorming, either while driving to work or home, or laying in bed at night. </p><p></p><p>Secondly, I usually create a map. This could be anything from a canyon gorge, to an ancient dwarven stronghold. It is usually something that will occupy the PCs for an entire evening.</p><p></p><p>Lastly, I fill it with monsters and traps, and whatnot. </p><p></p><p>After the game, I repeat the process. Throughout this process, I keep an eye on where I want the game to go, and begin thinking about NPCs I can introduce, or plot twists that will keep the players on their toes, etc. </p><p></p><p>As an extra twist, my party is pretty powerful (12th level), and they are fairly buffed out, so traditional challenges tend to not bother them too much. I usually have to spend a fair amount of time thinking of interesting encounters or monsters that might prove to be of a particular challenge to them.</p></blockquote><p></p>
[QUOTE="der_kluge, post: 1440169, member: 945"] One method that has been successful for me is to take a pre-written module and use it as an end-game, or a starting point for a campaign. For instance, I've taken a couple of MonkeyGod modules, and twisted some of the key facts about the plots involved, and am utilizing the dungeons and NPCs mostly as is. Then, I've structured my campaign to culminate in these two modules (Black Ice Well, and Hellstone Deep), which covers me from about 15th level to 20th level. I would separate campaign-level thinking, to adventure-level thinking. That is, I have an idea where my campaign is going, and I've had a loose outline of that campaign formulated for some time now. What was lacking was individual pieces, which are the adventures. I tend to go from game to game, so from one game to the next, I sometimes have a hard time thinking of "where they go next". For that, I first spend a lot of time just brainstorming, either while driving to work or home, or laying in bed at night. Secondly, I usually create a map. This could be anything from a canyon gorge, to an ancient dwarven stronghold. It is usually something that will occupy the PCs for an entire evening. Lastly, I fill it with monsters and traps, and whatnot. After the game, I repeat the process. Throughout this process, I keep an eye on where I want the game to go, and begin thinking about NPCs I can introduce, or plot twists that will keep the players on their toes, etc. As an extra twist, my party is pretty powerful (12th level), and they are fairly buffed out, so traditional challenges tend to not bother them too much. I usually have to spend a fair amount of time thinking of interesting encounters or monsters that might prove to be of a particular challenge to them. [/QUOTE]
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