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How do you design your adventures
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<blockquote data-quote="fireinthedust" data-source="post: 4886347" data-attributes="member: 51930"><p>I started Dungeoncentric with my current campaign: design the challenge for the day, then figure out a way to get the PCs there. For example, I wanted them to sneak around town stealing things, rather than have only combat the whole session. Then I set up the town, the thieves guild kidnapping NPCs, etc.</p><p></p><p>I have a Story Arc planned out, for things I'd like them to accomplish; however, I worry that I'll drift away from having something for them to *do* every session rather than just go through endless transition games setting up DM-events. </p><p> Example: I've had them involved in moving the campaign world along, with their actions allowing for an invasion of a Town, and the return of the Prince of Winter. Mostly this was off-stage stuff to set up the next phase of the adventure.</p><p> I plan on having them fight an army of hobgoblins, who I've set up as the servants of this evil Order of Tieflings. </p><p></p><p>However, the last session saw them complete a quest, sure, but they also spent a while arguing with one NPC and then me explaining stuff. I know there was some combat, but not the kind of resolution with satisfaction for everyone (the Wizard made the Hag Sleep with one shot, then the Barbarian cut off her head with a vicious Daily).</p><p> </p><p>So, basically, I need to have events happen to set up challenges for the PCs, but to move between "dungeons" I'm worried there will be too many in-between moments of set-up time.</p><p></p><p>Thing is, most of the group is inexperienced, and not everyone shows up to games on time or at all. It's like herding cats (and sometimes that goes for me also).</p><p></p><p>But I have notebooks that I fill with ideas. Then outlines of challenges I'd like to use (ie: Today I'll use Riddles from this book, and set it up like *this*; later I'll use Skill Challenges, and set it up like *this*). </p><p> Then, when the last session is done, I try to work with what happened last game, to:</p><p>1) move them towards the challenges I've designed</p><p>2) not waste prep time when the last session didn't end the way I planned (ie: they gave up and ran off rather than fight the dragon/answer a riddle)</p><p>3) design each area with an important encounter personally, so I know exactly what each NPC can do and is thinking, so I can have them react properly</p><p>4) Base my NPC reactions on PC actions from the last session</p><p></p><p>If I don't do it all myself, I find, I can't remember everything. That's why I have to make my own material (with healthy doses of pirating pre-made material for monster stats, etc.) from scratch.</p></blockquote><p></p>
[QUOTE="fireinthedust, post: 4886347, member: 51930"] I started Dungeoncentric with my current campaign: design the challenge for the day, then figure out a way to get the PCs there. For example, I wanted them to sneak around town stealing things, rather than have only combat the whole session. Then I set up the town, the thieves guild kidnapping NPCs, etc. I have a Story Arc planned out, for things I'd like them to accomplish; however, I worry that I'll drift away from having something for them to *do* every session rather than just go through endless transition games setting up DM-events. Example: I've had them involved in moving the campaign world along, with their actions allowing for an invasion of a Town, and the return of the Prince of Winter. Mostly this was off-stage stuff to set up the next phase of the adventure. I plan on having them fight an army of hobgoblins, who I've set up as the servants of this evil Order of Tieflings. However, the last session saw them complete a quest, sure, but they also spent a while arguing with one NPC and then me explaining stuff. I know there was some combat, but not the kind of resolution with satisfaction for everyone (the Wizard made the Hag Sleep with one shot, then the Barbarian cut off her head with a vicious Daily). So, basically, I need to have events happen to set up challenges for the PCs, but to move between "dungeons" I'm worried there will be too many in-between moments of set-up time. Thing is, most of the group is inexperienced, and not everyone shows up to games on time or at all. It's like herding cats (and sometimes that goes for me also). But I have notebooks that I fill with ideas. Then outlines of challenges I'd like to use (ie: Today I'll use Riddles from this book, and set it up like *this*; later I'll use Skill Challenges, and set it up like *this*). Then, when the last session is done, I try to work with what happened last game, to: 1) move them towards the challenges I've designed 2) not waste prep time when the last session didn't end the way I planned (ie: they gave up and ran off rather than fight the dragon/answer a riddle) 3) design each area with an important encounter personally, so I know exactly what each NPC can do and is thinking, so I can have them react properly 4) Base my NPC reactions on PC actions from the last session If I don't do it all myself, I find, I can't remember everything. That's why I have to make my own material (with healthy doses of pirating pre-made material for monster stats, etc.) from scratch. [/QUOTE]
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