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<blockquote data-quote="Janx" data-source="post: 5663641" data-attributes="member: 8835"><p>Here's the way I do adventures:</p><p></p><p>look at remaining problems the PCs haven't resolved and goals the PCs want to pursue.</p><p></p><p>prepare an initiating encounter that reveals the opportunity/threat for one of those problems/goals</p><p></p><p>prepare the people and places likely to be involved with pursuit and completion of that hook.</p><p></p><p>prepare a few random encounters suitable to the region, just in case you need to spice things up.</p><p></p><p>prepare a few NPCs/sources of information/resources for topics involving pursuit of the hook. this covers the 'most obvious" way for the party to solve the problem. When they want to buy a camel to cross the desert that the hook goal is at, you are prepared with Al'Bob's Camel Dealership Emporium.</p><p></p><p>If your group is pretty much on board to bite the 1st obvious hook (like mine is), then run that as an adventure. use all your notes on people and places to figure out who is where, when the PCs need it.</p><p></p><p>If you group wants multiple hooks, then repeat that process for more hooks.</p><p></p><p>The idea is, the initiating encounter should be the most scripted part (and I use that term loosely). Everything else is you figuring out what your game entities are doing in relation to what the PCs are doing. Thats what all the notes are for.</p><p></p><p>That should mean, instead of writing conditions for Al'Bob:</p><p>if the PCs try to steal a camel, he calls the cops</p><p>if the PCs try to buy a camel, he tries to swindle them</p><p></p><p>Instead, all you need to know is Al'Bob exists, he has 10 camels, 3 are good, 2 are OK, and 5 are lemons. If the PCs seek out camels, bring in Al'Bob and roleplay what Al'Bob would do based on what the PCs do. Rather than planning out a bunch of conditional statements, play the NPC like the players would play a PC.</p><p></p><p>For bit parts, like Al'Bob, who's only job is to provide camels for the party to have a means to cross the desert, don't be afraid to recycle the concept at whatever first camel shop they go to. If the PCs do visit another to get a second opinion, then make up a new NPC and make him different than the first. You might even make him a character opposite. If you planned Al'Bob to be kind of sleazy, make Mustafa Jim be honest but less successful (fewer stock). You just invented a 2nd NPC to play the competition, with minimal work on the fly.</p><p></p><p>Anyway, thats what I would do.</p></blockquote><p></p>
[QUOTE="Janx, post: 5663641, member: 8835"] Here's the way I do adventures: look at remaining problems the PCs haven't resolved and goals the PCs want to pursue. prepare an initiating encounter that reveals the opportunity/threat for one of those problems/goals prepare the people and places likely to be involved with pursuit and completion of that hook. prepare a few random encounters suitable to the region, just in case you need to spice things up. prepare a few NPCs/sources of information/resources for topics involving pursuit of the hook. this covers the 'most obvious" way for the party to solve the problem. When they want to buy a camel to cross the desert that the hook goal is at, you are prepared with Al'Bob's Camel Dealership Emporium. If your group is pretty much on board to bite the 1st obvious hook (like mine is), then run that as an adventure. use all your notes on people and places to figure out who is where, when the PCs need it. If you group wants multiple hooks, then repeat that process for more hooks. The idea is, the initiating encounter should be the most scripted part (and I use that term loosely). Everything else is you figuring out what your game entities are doing in relation to what the PCs are doing. Thats what all the notes are for. That should mean, instead of writing conditions for Al'Bob: if the PCs try to steal a camel, he calls the cops if the PCs try to buy a camel, he tries to swindle them Instead, all you need to know is Al'Bob exists, he has 10 camels, 3 are good, 2 are OK, and 5 are lemons. If the PCs seek out camels, bring in Al'Bob and roleplay what Al'Bob would do based on what the PCs do. Rather than planning out a bunch of conditional statements, play the NPC like the players would play a PC. For bit parts, like Al'Bob, who's only job is to provide camels for the party to have a means to cross the desert, don't be afraid to recycle the concept at whatever first camel shop they go to. If the PCs do visit another to get a second opinion, then make up a new NPC and make him different than the first. You might even make him a character opposite. If you planned Al'Bob to be kind of sleazy, make Mustafa Jim be honest but less successful (fewer stock). You just invented a 2nd NPC to play the competition, with minimal work on the fly. Anyway, thats what I would do. [/QUOTE]
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