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<blockquote data-quote="I'm A Banana" data-source="post: 5109322" data-attributes="member: 2067"><p>Lots of solid advice in this thread.</p><p><span style="font-family: 'Arial Black'"><span style="font-size: 22px"><strong>Villains</strong></span></span></p><p>This is a big 'un.</p><p></p><p>Without compelling threats, there is no compelling <em>adventure</em>.</p><p>Compare: That dude in <em>Keep on the Shadowfell</em>, with Kazyk in WOTBS2. </p><p>[sblock]</p><ol> <li data-xf-list-type="ol">Your villain has a history, a personality and goals. It works towards it's goals, doing bad things along the way according to its personality. Its history helps inform the PC's, and perhaps helps them take it down.<br /> </li> <li data-xf-list-type="ol">Your villain has <em>desires</em>, and it is active in pursuing them. If the PC's fail, the villain accomplishes these desires. Death is not the only way to hurt the party, and, as you get closer to the climax, more should be at stake. The villain should not sit in one place and wait for people to come and kill it. It should <em>act</em>. <br /> </li> <li data-xf-list-type="ol">: Your villain needs to <em>cast a shadow</em>. More than just name-dropping, it should actually and actively shape the world around it. It should link to themes, and it should employ these themes effectively, though not homogeneously. </li> </ol><p>[/sblock]</p><p><span style="font-family: 'Arial Black'"><span style="font-size: 22px"><strong>Sensible Combat</strong></span></span></p><p>Also a big one. </p><p></p><p>When using combats, keep logic in mind.</p><p>Compare: ...almost any Scales of War adventure with, let's say, the fights that happen in a typical action movie. There is no conflict that does not have an origin, and a purpose.</p><p>[sblock]</p><ol> <li data-xf-list-type="ol">Some fights should be too hard to win. These should be telegraphed, and PC's should avoid them. <br /> </li> <li data-xf-list-type="ol">Some fights should be too weak to bother with. Again, this should be telegraphed, and PC's should want to avoid them (they're just a distraction from the Real Problem). <br /> </li> <li data-xf-list-type="ol">: The fights that are "just right" shouldn't be repetitive. Each combat should directly accomplish some goal. </li> </ol><p>[/sblock]</p><p><span style="font-family: 'Arial Black'"><span style="font-size: 22px"><strong>Hire Me to Write Them</strong></span></span></p><p>Seriously. I'm kind of a genius. <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=";)" /></p><p>[sblock]</p><ol> <li data-xf-list-type="ol">The first adventure I ever wrote won me an adventure writing contest<br /> </li> <li data-xf-list-type="ol">I went on to participate in the brilliant <em>War of the Burning Sky</em> CS. Most of those adventures are dynamite. <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=";)" /><br /> </li> <li data-xf-list-type="ol">I will do it on the cheap, because I like you guys.</li> </ol><p>[/sblock]</p><p></p><p>Er, but generally, </p><p></p><p><strong>More Drama</strong>. Things are at stake. PC's can fail. Towns can burn to the ground. Families can get killed. Evil can win (and is always <em>just about to do so</em>). </p><p><strong>More Variety</strong>. Things don't have the same solution every time. Combat is great maybe 60-75% of the time, not ALL THE TIME. </p><p><strong>More Flow</strong>. 3-act structure. It applies to sandboxes as easily as narrative games. Know it, learn it, use it. Know what it means to actually finish an act (and how that changes the ongoing events), and how to effectively increase tension in Act 2. </p><p></p><p>But if you just hire me, I'll do all that for you. <img src="http://www.enworld.org/forum/images/smilies/angel.png" class="smilie" loading="lazy" alt=":angel:" title="Angel :angel:" data-shortname=":angel:" /></p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5109322, member: 2067"] Lots of solid advice in this thread. [FONT="Arial Black"][SIZE="6"][B]Villains[/B][/SIZE][/FONT] This is a big 'un. Without compelling threats, there is no compelling [I]adventure[/I]. Compare: That dude in [I]Keep on the Shadowfell[/I], with Kazyk in WOTBS2. [sblock] [list=1] [*]Your villain has a history, a personality and goals. It works towards it's goals, doing bad things along the way according to its personality. Its history helps inform the PC's, and perhaps helps them take it down. [*]Your villain has [I]desires[/I], and it is active in pursuing them. If the PC's fail, the villain accomplishes these desires. Death is not the only way to hurt the party, and, as you get closer to the climax, more should be at stake. The villain should not sit in one place and wait for people to come and kill it. It should [I]act[/I]. [*]: Your villain needs to [i]cast a shadow[/i]. More than just name-dropping, it should actually and actively shape the world around it. It should link to themes, and it should employ these themes effectively, though not homogeneously. [/list] [/sblock] [FONT="Arial Black"][SIZE="6"][B]Sensible Combat[/B][/SIZE][/FONT] Also a big one. When using combats, keep logic in mind. Compare: ...almost any Scales of War adventure with, let's say, the fights that happen in a typical action movie. There is no conflict that does not have an origin, and a purpose. [sblock] [list=1] [*]Some fights should be too hard to win. These should be telegraphed, and PC's should avoid them. [*]Some fights should be too weak to bother with. Again, this should be telegraphed, and PC's should want to avoid them (they're just a distraction from the Real Problem). [*]: The fights that are "just right" shouldn't be repetitive. Each combat should directly accomplish some goal. [/list] [/sblock] [FONT="Arial Black"][SIZE="6"][B]Hire Me to Write Them[/B][/SIZE][/FONT] Seriously. I'm kind of a genius. ;) [sblock] [list=1] [*]The first adventure I ever wrote won me an adventure writing contest [*]I went on to participate in the brilliant [I]War of the Burning Sky[/I] CS. Most of those adventures are dynamite. ;) [*]I will do it on the cheap, because I like you guys. [/list] [/sblock] Er, but generally, [B]More Drama[/B]. Things are at stake. PC's can fail. Towns can burn to the ground. Families can get killed. Evil can win (and is always [i]just about to do so[/i]). [B]More Variety[/B]. Things don't have the same solution every time. Combat is great maybe 60-75% of the time, not ALL THE TIME. [B]More Flow[/B]. 3-act structure. It applies to sandboxes as easily as narrative games. Know it, learn it, use it. Know what it means to actually finish an act (and how that changes the ongoing events), and how to effectively increase tension in Act 2. But if you just hire me, I'll do all that for you. :angel: [/QUOTE]
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