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How do you create adventures?
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<blockquote data-quote="delericho" data-source="post: 5855432" data-attributes="member: 22424"><p>I've always found ideas easy. Basically, whenever I watch a TV show or movie, whenever I go someplace new, whenever I'm just idly dreaming, I usually end up with one or two ideas for adventures. Most of them are rubbish, of course, but the rest get filed away for later use.</p><p></p><p>Where I have difficulties is in fleshing out those ideas. Combining "Star Wars" with "Mirror Universe" makes for an interesting adventure concept... but turning that into actual encounters and a semi-coherent plot is rather more tricky.</p><p></p><p></p><p></p><p>Steal from everything. Lift a plot from here, a character from there, a motif from the next place. Put it in a blender, and then drain away the dross. And keep a notepad (or text file) somewhere with all your rejected ideas as well - you may not use them now, but they may well come in handy later. Be sure to recycle any adventure material that your PCs manage to avoid (intentionally or otherwise). I have a crime-boss called "The Velvet Glove" who has shown up in three different campaigns in three different settings, simply because there have been three different groups of players (with no possibility of overlap).</p><p></p><p>One other thing I've found - a lot of fantasy novels/movies/TV shows tend to have a good premise but a lousy execution. That makes them ideal fodder for a "cover version" - take the concept, fix it up, and do it better. My campaign "The Eberron Code" has benefitted from this technique, and I would imagine a "Terra Nova" campaign could likewise do well.</p></blockquote><p></p>
[QUOTE="delericho, post: 5855432, member: 22424"] I've always found ideas easy. Basically, whenever I watch a TV show or movie, whenever I go someplace new, whenever I'm just idly dreaming, I usually end up with one or two ideas for adventures. Most of them are rubbish, of course, but the rest get filed away for later use. Where I have difficulties is in fleshing out those ideas. Combining "Star Wars" with "Mirror Universe" makes for an interesting adventure concept... but turning that into actual encounters and a semi-coherent plot is rather more tricky. Steal from everything. Lift a plot from here, a character from there, a motif from the next place. Put it in a blender, and then drain away the dross. And keep a notepad (or text file) somewhere with all your rejected ideas as well - you may not use them now, but they may well come in handy later. Be sure to recycle any adventure material that your PCs manage to avoid (intentionally or otherwise). I have a crime-boss called "The Velvet Glove" who has shown up in three different campaigns in three different settings, simply because there have been three different groups of players (with no possibility of overlap). One other thing I've found - a lot of fantasy novels/movies/TV shows tend to have a good premise but a lousy execution. That makes them ideal fodder for a "cover version" - take the concept, fix it up, and do it better. My campaign "The Eberron Code" has benefitted from this technique, and I would imagine a "Terra Nova" campaign could likewise do well. [/QUOTE]
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