dangerous jack
First Post
I do a bottom up approach.
I've compiled a long list of both modern and ancient locations/terrain/stuff from watching movies, looking at art, reading, video games, etc. I initially write down just a few keywords, such as cable cars, steam pipes, sandstorm, murky swimming pool, chained monsters. And every now and then I'll elaborate on some of them or write down potential mechanics, monsters that might work well, etc.
When it's time for an adventure, I take a look at the potential terrain relative to where the PCs are, and possibly ask the players if they're in the mood for a swamp/desert/mountain adventure (as long as there's lead time and I don't have a very stubborn idea in my head).
Generally I aim for 2-4 encounters in a given terrain or using a particular theme, so I grab a few keywords that would work. The next step is expanding these into full encounters, swapping out/reskinning monster ideas as necessary to link them together, and adding extra lighter encounters for pacing.
My last step is to link the adventure to the greater "story", which in my current game is less BBEG, more brewing bad situations (arms race, desertification, ice age, and a growing energy leak from the Shadowfell).
I've compiled a long list of both modern and ancient locations/terrain/stuff from watching movies, looking at art, reading, video games, etc. I initially write down just a few keywords, such as cable cars, steam pipes, sandstorm, murky swimming pool, chained monsters. And every now and then I'll elaborate on some of them or write down potential mechanics, monsters that might work well, etc.
When it's time for an adventure, I take a look at the potential terrain relative to where the PCs are, and possibly ask the players if they're in the mood for a swamp/desert/mountain adventure (as long as there's lead time and I don't have a very stubborn idea in my head).
Generally I aim for 2-4 encounters in a given terrain or using a particular theme, so I grab a few keywords that would work. The next step is expanding these into full encounters, swapping out/reskinning monster ideas as necessary to link them together, and adding extra lighter encounters for pacing.
My last step is to link the adventure to the greater "story", which in my current game is less BBEG, more brewing bad situations (arms race, desertification, ice age, and a growing energy leak from the Shadowfell).