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How do you design your adventures
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<blockquote data-quote="weem" data-source="post: 4886739" data-attributes="member: 9470"><p>I start where the last session ended and imagine where it will naturally flow next. Sometimes, if there are a lot of options at the end of the game, I may ask the group "what do you intend to do next time? where are you heading?" etc.</p><p></p><p>I always tell them they could change their mind, but that if they had a good idea of what they wanted to do, letting me know could only help.</p><p></p><p>Most of the time I don't need to ask - I already have an idea.</p><p></p><p>So I let it play out in my head... they will go talk to NPC1. I think a lot about NPC1 - what he is doing, what has he been doing and how those things will effect an encounter with him.</p><p></p><p>I let this continue for as long as can be predicted (sometimes not far) at which point I start considering what I think they might do (my players are pretty predictable) and how I might get various encounters worked in - combat, skill challenges or story stuff and with those in mind try and think of what might make these things fun (where might they occur, what twists can they have, what will make the PC's smile, laugh, angry etc).</p><p></p><p>With those worked out, I try to estimate where the game session will end so it's not an abrupt thing, but a more natural conclusion of the sessions events (not always possible, but for the most part it works out).</p></blockquote><p></p>
[QUOTE="weem, post: 4886739, member: 9470"] I start where the last session ended and imagine where it will naturally flow next. Sometimes, if there are a lot of options at the end of the game, I may ask the group "what do you intend to do next time? where are you heading?" etc. I always tell them they could change their mind, but that if they had a good idea of what they wanted to do, letting me know could only help. Most of the time I don't need to ask - I already have an idea. So I let it play out in my head... they will go talk to NPC1. I think a lot about NPC1 - what he is doing, what has he been doing and how those things will effect an encounter with him. I let this continue for as long as can be predicted (sometimes not far) at which point I start considering what I think they might do (my players are pretty predictable) and how I might get various encounters worked in - combat, skill challenges or story stuff and with those in mind try and think of what might make these things fun (where might they occur, what twists can they have, what will make the PC's smile, laugh, angry etc). With those worked out, I try to estimate where the game session will end so it's not an abrupt thing, but a more natural conclusion of the sessions events (not always possible, but for the most part it works out). [/QUOTE]
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