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How do you design your adventures?
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<blockquote data-quote="howandwhy99" data-source="post: 5549998" data-attributes="member: 3192"><p>I write adventure modules as a regional area for a simulation game, sort of like computer game level design. First, I get what I think is a fun idea or take one that the players thought up. Then I estimate the level or span of levels the module will cover based upon the kinds of challenges conceived of in the idea. The system I use pretty much denotes these, but there is some flexibility involved. Then I go about drawing and writing all the maps, the spatial maps, the monster maps, the mind maps, the maps detailing magic and treasure, etc., lastly making a key or description list for each. </p><p></p><p>The above is the rough draft. Next I need to playtest it to check for any unintended challenges, quick fix loopholes, and inconsistencies or even just stuff I missed or made an error on. If it's for a campaign I am running, I use the PC party stats to test it. It's not hard, just run them through like I was playing the module as all of the characters. It's playtesting, so I try both conventional and unconventional strategies.</p><p></p><p>Lastly, when everything is ready to be added to the campaign world I incorporate it somewhere that fits. Homebrew modules can easily be designed specifically for an area in the world, other modules need to be converted and even manipulated somewhat to fit. For example, say one was in a desert with an evil high priest leading a cult. If the terrain is largely irrelevant, I'll swap it out to something more applicable to the surroundings, perhaps something more level appropriate. If the cult's religion is irrelevant, I can substitute one already in the game - ditto for the high priest to an already named NPC. Though that last depends upon the background timeline of the module and the NPC.</p><p></p><p>Finally, after everything is embedded in the current campaign world, I generate the next session's scenario with the inclusion of the new adventure.</p><p></p><p>There are a lot of factors involved, but it is much easier than it may sound. Simply know your rule set and work on converting things quickly. Designing modules can be one of the most rewarding experiences of play.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5549998, member: 3192"] I write adventure modules as a regional area for a simulation game, sort of like computer game level design. First, I get what I think is a fun idea or take one that the players thought up. Then I estimate the level or span of levels the module will cover based upon the kinds of challenges conceived of in the idea. The system I use pretty much denotes these, but there is some flexibility involved. Then I go about drawing and writing all the maps, the spatial maps, the monster maps, the mind maps, the maps detailing magic and treasure, etc., lastly making a key or description list for each. The above is the rough draft. Next I need to playtest it to check for any unintended challenges, quick fix loopholes, and inconsistencies or even just stuff I missed or made an error on. If it's for a campaign I am running, I use the PC party stats to test it. It's not hard, just run them through like I was playing the module as all of the characters. It's playtesting, so I try both conventional and unconventional strategies. Lastly, when everything is ready to be added to the campaign world I incorporate it somewhere that fits. Homebrew modules can easily be designed specifically for an area in the world, other modules need to be converted and even manipulated somewhat to fit. For example, say one was in a desert with an evil high priest leading a cult. If the terrain is largely irrelevant, I'll swap it out to something more applicable to the surroundings, perhaps something more level appropriate. If the cult's religion is irrelevant, I can substitute one already in the game - ditto for the high priest to an already named NPC. Though that last depends upon the background timeline of the module and the NPC. Finally, after everything is embedded in the current campaign world, I generate the next session's scenario with the inclusion of the new adventure. There are a lot of factors involved, but it is much easier than it may sound. Simply know your rule set and work on converting things quickly. Designing modules can be one of the most rewarding experiences of play. [/QUOTE]
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