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<blockquote data-quote="diaglo" data-source="post: 5108429" data-attributes="member: 2885"><p>print them for OD&D(1974) <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>yes, i am serious.</p><p></p><p></p><p></p><p></p><p>some of the problems i have encountered <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> with adventures developed and released by WotC.</p><p></p><p>1) too long. too much. too railroady to get the job completed. return to the temple of elemental monotony.</p><p>not every adventure needs to be an Adventure Path style or mini campaign.</p><p></p><p>2) forcing the players to go to area 1 to fight. get clue 1. go to area 2 to fight. get clue 2... ad naseum. is just frustrating. it gets the PCs ramped up to the level you want them for each encounter. but it is a poor exercise in teaching roleplaying. also it means many times some levels are just dump levels since you bump them up for the next encounter without even giving the player a chance to flex his new found/won powers.</p><p></p><p>3) not enough back ground notes. why is monster X here. what other monsters does he know about or has had interactions with. who can he get aid from. how does he eat. what about replacements. returning patrols. how does the complex react to intruders that have cleared out areas? background. background. background. and along these lines it means helping the DM figure out some hooks or leads he can give for his campaign. give npcs and monsters quirks or something memorable.</p><p></p><p>4) timed adventures. city of the spider queen did this. but at the same time it messed it up since the first 30 days the party had no influence on... avoid setting up unobtainable time plots. yes, make it challenging. but when a party decides to take a year off in game to study navel lint/ trade/ buy / or make their own kewl items instead of adventure it can be a bummer for them to get railroaded into it instead.</p><p></p><p>5) speaking of railroads. avoid the obvious. you can make the rube goldberg machine adventure. but if the players come up with an alternate solution make it feasible. ergo, give notes to the DM about what might be a feasible alternate for the encounters you require the previous one to have been completed.</p><p></p><p>6) charts and tables in a detachable appendix. hand drawn pics and other hand outs. get the players involved. not just their characters.</p><p></p><p>7) avoid +1 sword. give each item an unique name or flavor. rename some spells in found spellbooks. make some potions have odd tastes, smells, or appearance.</p></blockquote><p></p>
[QUOTE="diaglo, post: 5108429, member: 2885"] print them for OD&D(1974) :D yes, i am serious. some of the problems i have encountered ;) with adventures developed and released by WotC. 1) too long. too much. too railroady to get the job completed. return to the temple of elemental monotony. not every adventure needs to be an Adventure Path style or mini campaign. 2) forcing the players to go to area 1 to fight. get clue 1. go to area 2 to fight. get clue 2... ad naseum. is just frustrating. it gets the PCs ramped up to the level you want them for each encounter. but it is a poor exercise in teaching roleplaying. also it means many times some levels are just dump levels since you bump them up for the next encounter without even giving the player a chance to flex his new found/won powers. 3) not enough back ground notes. why is monster X here. what other monsters does he know about or has had interactions with. who can he get aid from. how does he eat. what about replacements. returning patrols. how does the complex react to intruders that have cleared out areas? background. background. background. and along these lines it means helping the DM figure out some hooks or leads he can give for his campaign. give npcs and monsters quirks or something memorable. 4) timed adventures. city of the spider queen did this. but at the same time it messed it up since the first 30 days the party had no influence on... avoid setting up unobtainable time plots. yes, make it challenging. but when a party decides to take a year off in game to study navel lint/ trade/ buy / or make their own kewl items instead of adventure it can be a bummer for them to get railroaded into it instead. 5) speaking of railroads. avoid the obvious. you can make the rube goldberg machine adventure. but if the players come up with an alternate solution make it feasible. ergo, give notes to the DM about what might be a feasible alternate for the encounters you require the previous one to have been completed. 6) charts and tables in a detachable appendix. hand drawn pics and other hand outs. get the players involved. not just their characters. 7) avoid +1 sword. give each item an unique name or flavor. rename some spells in found spellbooks. make some potions have odd tastes, smells, or appearance. [/QUOTE]
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