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How do you design your adventures?
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<blockquote data-quote="Gilladian" data-source="post: 5549708" data-attributes="member: 2093"><p>Well, I'm not sure what process I go through and if I have any "analysis". I just respond to campaign situations and build on what the PCs do.</p><p></p><p>Here's an example:</p><p></p><p>I created a bard/aristocrat a level higher than the PCs. She was in town dancing and hiring herself out as an escort at the nice in in the small town where the PCs are headquartered. The first time a PC met her, she semi-insulted him. Later, as the PCs watched her "show", pickpockets targeted the crowd. They have no evidence she was working with them, but made the assumption that she at least knew they were there.</p><p></p><p>One PC engaged her in convo, and another sneaked into her room and burglarized it. I was not expecting this, so I had to make up the content on the spur of the moment. He stole a small box that he couldn't open, as well as a bit of jewelry and some coin. And a candlestick, which seems to be a pattern with him...</p><p></p><p>Now the bard/aristocrat is furious. She wants her box and the magic signet ring it holds back! I realized that she could identify the rogue who burglarized her room (at least to the point she's fairly sure he was the grippli seen wandering the Inn's halls). There are only 10 grippli in town, so she waits until 2 are off by themselves on the river, and uses her charm wand to kidnap them. Adroit questioning leaves her certain that the party frog is "her man". </p><p></p><p>She then hires her pickpocket friends to assist her in running a kidnapping routine on the party. She offers to return the grippli in return for her ring. She honestly means to free the victims if she gets her ring back, but if they get hurt, she won't be too upset.</p><p></p><p>Stage one of this "adventure" was to create the 3 npcs and their interactions with each other. Knowing that the pickpockets are a pair of brothers and very tight, but that she's a sort of freelance semi-companion, and definitely the most brutal of the three was useful.</p><p></p><p>So, since the initial interaction blossomed, I've roughed out a location where the swap of ring for victims can take place. I know what each villain's role is, and how far he'll take his actions. I know what the prisoners think is going on. Etc...</p><p></p><p>What happens from there is up to the PCs.</p></blockquote><p></p>
[QUOTE="Gilladian, post: 5549708, member: 2093"] Well, I'm not sure what process I go through and if I have any "analysis". I just respond to campaign situations and build on what the PCs do. Here's an example: I created a bard/aristocrat a level higher than the PCs. She was in town dancing and hiring herself out as an escort at the nice in in the small town where the PCs are headquartered. The first time a PC met her, she semi-insulted him. Later, as the PCs watched her "show", pickpockets targeted the crowd. They have no evidence she was working with them, but made the assumption that she at least knew they were there. One PC engaged her in convo, and another sneaked into her room and burglarized it. I was not expecting this, so I had to make up the content on the spur of the moment. He stole a small box that he couldn't open, as well as a bit of jewelry and some coin. And a candlestick, which seems to be a pattern with him... Now the bard/aristocrat is furious. She wants her box and the magic signet ring it holds back! I realized that she could identify the rogue who burglarized her room (at least to the point she's fairly sure he was the grippli seen wandering the Inn's halls). There are only 10 grippli in town, so she waits until 2 are off by themselves on the river, and uses her charm wand to kidnap them. Adroit questioning leaves her certain that the party frog is "her man". She then hires her pickpocket friends to assist her in running a kidnapping routine on the party. She offers to return the grippli in return for her ring. She honestly means to free the victims if she gets her ring back, but if they get hurt, she won't be too upset. Stage one of this "adventure" was to create the 3 npcs and their interactions with each other. Knowing that the pickpockets are a pair of brothers and very tight, but that she's a sort of freelance semi-companion, and definitely the most brutal of the three was useful. So, since the initial interaction blossomed, I've roughed out a location where the swap of ring for victims can take place. I know what each villain's role is, and how far he'll take his actions. I know what the prisoners think is going on. Etc... What happens from there is up to the PCs. [/QUOTE]
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