bagpuss said:mythusmage said:The Mighty Mythusmage's Philosophy of Adventure Design
1. It has to occur somewhere. Establish the location; not only as a place, but within a larger world.
Not really required. Its often the last thing that needs doing if it needs doing at all most published adventures are deliberately dislocated from the larger world so you can put them in anywhere. You can do the same with your own, and only add links where they tie it into the current location of the PC's. Wasn't one of the first rules of Dungeoncraft not to do anymore work than needed?
Still, it is happening some place. People like to know where they are. They like to have a sense of place. This holds true for characters in a story, or an adventure. We like to know where they are. The better realized a place is, the more comfortable we are with it.
bagpuss said:mythusmage said:2. You need people. Not only the heroes and villains, but common folk as well. Somebody's got to be the barkeep after all.
Yeah if you always meet in a tavern... Its nice to have developed common folk, but to be honest most players would rather be fighting knee deep in kobolds than listening to the inn keeper complain about his bad back.
Places have people, you interact with people. some will be interesting, some won't. How interesting somebody is in an adventure depends on how well he is presented by the DM. Any interaction can be as engaging as day old dish water in the hands of a hack. In the hands of a master any interaction can be fascinating. It all depends on how, and how well, the encounter is played.
bagpuss said:mythusmage said:3 Establish what the villains are doing, and why they're are doing what they're doing.
4. Establish what the villains and their henchmen would most likely do if things don't go as planned
Some good bits of advice.
Thank you.
bagpuss said:mythusmagemage said:5. With your players do the same for the PCs regarding #3 and #4.
Shouldn't the players do that?
And leave the DM in the dark? :\

Seriously, in my experience such things work out better when they are done in cooperation with the DM and fellow players. Cuts down on nasty, out of character surprises
bagpuss said:mythusmage said:6. Establish who of the supporting cast and extras is the most likely to support the villains, or the players. Be ready to promote an extra or member of the supporting cast if events warrent
In some cases that's hard to establish a head of time as it depends on the players actions.
True, but you can establish general tendencies
bagpuss said:mythusmage said:7. Be flexible. It's a rare adventure where things work out as laid out in the text.
But that doesn't mean you shouldn't plan as much as possible. It's easier to be flexible when you have a safety net to fall back on.
Again, true. On the other hand there is the tendency to over plan. And to stick to the plan in the face of events that upset the scheme. You can get too detailed, only to see the whole thing get irretrieveably derailed by the player's actions. Plot it out carefully, but not so carefully it turns into a story.
You have given me things to think about, presented concerns that I should address. For that my thanks.
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