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How do you create adventures?
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<blockquote data-quote="Wik" data-source="post: 5856924" data-attributes="member: 40177"><p>I don't wanna be "that guy", but I don't really "write" adventures. They sort of just "happen".</p><p></p><p>What I mean is, I run a game that could be called a "sandbox". PCs pick a direction, and I prepare for it with basic situations where I have no idea how they'll end. And the PCs respond to these situations, often creating more plots. And in between these self-made adventures, I throw random encounters at them that quite often turn into new adventures.</p><p></p><p>So really, the only prep I do consists of creating random encounter tables, and detailing broad situations in each of the city-states. This has lead to, in my current game, the PCs selling a psionically powerful infant to the sorcerer queen of Raam simply because it's the only choice available that they feel comfortable making (and they'll make a killing off the sale and make a strong ally, to boot). That was not planned at all, but it's turned into a bona fide plot.</p><p></p><p>A few months back, a random NPC tried to rob the PCs in Nibenay. The PCs focused their efforts on revenge, and this turned into a huge storyline that involved planting information, a daring scheme, a heist, and a dungeon adventure. Not a single one of those things was planned by me (I just had a rough idea of an NPC stealing a few silvers from the PCs), but it turned into a player-made adventure that they all enjoyed immensely.</p><p></p><p>The moral of the story? I wouldn't overthink adventures too much. You can get by with just a few random encounter tables, a working knowledge of your campaign world, and the willingness to improvise.</p></blockquote><p></p>
[QUOTE="Wik, post: 5856924, member: 40177"] I don't wanna be "that guy", but I don't really "write" adventures. They sort of just "happen". What I mean is, I run a game that could be called a "sandbox". PCs pick a direction, and I prepare for it with basic situations where I have no idea how they'll end. And the PCs respond to these situations, often creating more plots. And in between these self-made adventures, I throw random encounters at them that quite often turn into new adventures. So really, the only prep I do consists of creating random encounter tables, and detailing broad situations in each of the city-states. This has lead to, in my current game, the PCs selling a psionically powerful infant to the sorcerer queen of Raam simply because it's the only choice available that they feel comfortable making (and they'll make a killing off the sale and make a strong ally, to boot). That was not planned at all, but it's turned into a bona fide plot. A few months back, a random NPC tried to rob the PCs in Nibenay. The PCs focused their efforts on revenge, and this turned into a huge storyline that involved planting information, a daring scheme, a heist, and a dungeon adventure. Not a single one of those things was planned by me (I just had a rough idea of an NPC stealing a few silvers from the PCs), but it turned into a player-made adventure that they all enjoyed immensely. The moral of the story? I wouldn't overthink adventures too much. You can get by with just a few random encounter tables, a working knowledge of your campaign world, and the willingness to improvise. [/QUOTE]
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