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How do you create adventures?
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<blockquote data-quote="howandwhy99" data-source="post: 5856934" data-attributes="member: 3192"><p>Day dreaming really. I start with dreaming about playing the game. This inherently has the understanding of what the scope of it is... meaning I don't dream up games where we all do our taxes.</p><p></p><p>While I really like coming up with something new and interesting, I also attempt to cover basic adventure types across nearby campaign setting. </p><p></p><p>A grand forest with pixie glades, leprechauns hiding a pot of gold, nymphs in waterfall pools, unicorns living on virgin ground, gnomes tunneling away around tree roots and in hollow trunks, the elfin rulers of the forest in fey tree towers, the druidic council meeting in different animal forms, trappers and hunters, sleeping treants and coy, festive dryads, feral wildmen living with the wolves, a hidden human village of (mostly) friendly lycanthropes, bones and tree trunks marking all of green dragon territory, Green man and his spring bride, entrances to the faerie realm from which the Lord of the Wild Hunt rides out with his cavalcade. </p><p></p><p>This is just one example. If I'm missing a haunted house, hidden tomb, dwarf hold, desert of nomads, ancient ruins of a fallen kingdom, or anything else really, I try and dream up a great idea for any one of these missing components. </p><p></p><p>Personally my favorite thing is connecting it all in a giant web of interrelationships between all the intelligent creatures, flora, fauna, and the terrain itself, then growing the whole up organically as a unique, dynamic, and inspiring play environment. This could be the Grand Forest of Fairy above or Breadtown or the Slime-pits of the Billowing Iridescent Caverns or both dimensions of Castle Dragonbone. </p><p></p><p>EDIT: I run sandbox adventures too, so I don't plan anything so definite as a scene or chapter. After writing an adventure and converting it into the campaign world, I generate a scenario for each session where the locations (people, items, everything) change along a timeline unless the player characters intervene.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5856934, member: 3192"] Day dreaming really. I start with dreaming about playing the game. This inherently has the understanding of what the scope of it is... meaning I don't dream up games where we all do our taxes. While I really like coming up with something new and interesting, I also attempt to cover basic adventure types across nearby campaign setting. A grand forest with pixie glades, leprechauns hiding a pot of gold, nymphs in waterfall pools, unicorns living on virgin ground, gnomes tunneling away around tree roots and in hollow trunks, the elfin rulers of the forest in fey tree towers, the druidic council meeting in different animal forms, trappers and hunters, sleeping treants and coy, festive dryads, feral wildmen living with the wolves, a hidden human village of (mostly) friendly lycanthropes, bones and tree trunks marking all of green dragon territory, Green man and his spring bride, entrances to the faerie realm from which the Lord of the Wild Hunt rides out with his cavalcade. This is just one example. If I'm missing a haunted house, hidden tomb, dwarf hold, desert of nomads, ancient ruins of a fallen kingdom, or anything else really, I try and dream up a great idea for any one of these missing components. Personally my favorite thing is connecting it all in a giant web of interrelationships between all the intelligent creatures, flora, fauna, and the terrain itself, then growing the whole up organically as a unique, dynamic, and inspiring play environment. This could be the Grand Forest of Fairy above or Breadtown or the Slime-pits of the Billowing Iridescent Caverns or both dimensions of Castle Dragonbone. EDIT: I run sandbox adventures too, so I don't plan anything so definite as a scene or chapter. After writing an adventure and converting it into the campaign world, I generate a scenario for each session where the locations (people, items, everything) change along a timeline unless the player characters intervene. [/QUOTE]
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