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<blockquote data-quote="Noumenon" data-source="post: 5108717" data-attributes="member: 70102"><p>Here's an <a href="http://elevenfootpole.blogspot.com/2009/05/foreshadowing-at-minotaur-gate.html" target="_blank">Eleven Foot Pole post</a> touching on that issue in <em>Thunderspire Labyrinth</em>.</p><p></p><p>In fact, I feel that one blog has more to offer your adventure designers than this whole thread. He's got advice on <a href="http://elevenfootpole.blogspot.com/2009/01/bad-dm-advice-paint-scene.html" target="_blank">flavor text</a>, <a href="http://elevenfootpole.blogspot.com/2009/05/brugg.html" target="_blank">NPC design</a>, <a href="http://elevenfootpole.blogspot.com/2009/04/chekhovs-gun-and-satisfying-finale.html" target="_blank">plot design</a>, and <a href="http://elevenfootpole.blogspot.com/2009/08/slow-build.html" target="_blank">dungeon design</a>, and because he blogged KotS and Thunderspire Labyrinth encounter-by-encounter, everything he says is attached to very specific design choices.</p><p></p><p>Maybe what you should do is hire him to do a quick onceover on everything?</p><p></p><p>Or you could copy Magic the Gathering's Great Designer Search. What they did is like a reality show: "This week, everyone has to design a skill challenge. Next week, everyone does an NPC, within these constraints, and the worst designer gets cut." The judging allowed the Magic designers to sell their design philosophy to the audience, and it was a cool read. And, they ended up using all three of the winners as designers!</p></blockquote><p></p>
[QUOTE="Noumenon, post: 5108717, member: 70102"] Here's an [URL="http://elevenfootpole.blogspot.com/2009/05/foreshadowing-at-minotaur-gate.html"]Eleven Foot Pole post[/URL] touching on that issue in [I]Thunderspire Labyrinth[/I]. In fact, I feel that one blog has more to offer your adventure designers than this whole thread. He's got advice on [URL="http://elevenfootpole.blogspot.com/2009/01/bad-dm-advice-paint-scene.html"]flavor text[/URL], [URL="http://elevenfootpole.blogspot.com/2009/05/brugg.html"]NPC design[/URL], [URL="http://elevenfootpole.blogspot.com/2009/04/chekhovs-gun-and-satisfying-finale.html"]plot design[/URL], and [URL="http://elevenfootpole.blogspot.com/2009/08/slow-build.html"]dungeon design[/URL], and because he blogged KotS and Thunderspire Labyrinth encounter-by-encounter, everything he says is attached to very specific design choices. Maybe what you should do is hire him to do a quick onceover on everything? Or you could copy Magic the Gathering's Great Designer Search. What they did is like a reality show: "This week, everyone has to design a skill challenge. Next week, everyone does an NPC, within these constraints, and the worst designer gets cut." The judging allowed the Magic designers to sell their design philosophy to the audience, and it was a cool read. And, they ended up using all three of the winners as designers! [/QUOTE]
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