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How do you create adventures?
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<blockquote data-quote="Will Doyle" data-source="post: 5855405" data-attributes="member: 6682161"><p>I usually start with a general theme: intrigue, murder mystery, exploration, etc. Then I start on a brainstorm diagram: just writing concepts down on paper, and then drawing lines off each to add connected ideas. Not a map of the adventure per se, just a way of getting all the ideas down.</p><p></p><p>For example, I may write down: "foggy quayside", then off that I'd write "prison ships", "pickpocketing urchins", "beggars under the jetty", "people moving on stilts in the mud", etc. Then, each of these may have their own connected lines of ideas.</p><p></p><p>Once I've got enough ideas down in this form, I start thinking of challenges: How do they learn about this? How do they get to here? What happens if they miss this? That's when I start thinking like a game designer rather than an author. </p><p></p><p>In practice, unless I'm writing something that's intended for publication, I usually keep things fairly loose. Keeping the ideas diagram at hand during play helps a lot too.</p></blockquote><p></p>
[QUOTE="Will Doyle, post: 5855405, member: 6682161"] I usually start with a general theme: intrigue, murder mystery, exploration, etc. Then I start on a brainstorm diagram: just writing concepts down on paper, and then drawing lines off each to add connected ideas. Not a map of the adventure per se, just a way of getting all the ideas down. For example, I may write down: "foggy quayside", then off that I'd write "prison ships", "pickpocketing urchins", "beggars under the jetty", "people moving on stilts in the mud", etc. Then, each of these may have their own connected lines of ideas. Once I've got enough ideas down in this form, I start thinking of challenges: How do they learn about this? How do they get to here? What happens if they miss this? That's when I start thinking like a game designer rather than an author. In practice, unless I'm writing something that's intended for publication, I usually keep things fairly loose. Keeping the ideas diagram at hand during play helps a lot too. [/QUOTE]
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