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How do you go about creating an adventure?
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<blockquote data-quote="ES2" data-source="post: 1095674" data-attributes="member: 13789"><p>It depends on the kind of adventure you want to run (I guess this doesn't really help all that much to say that).</p><p></p><p>You can come up with an awesome plotline before the game starts and work the characters into the plot, and it works for some groups but not others.</p><p></p><p>You can buy a premade adventure at a store and alter it to fit the group, or your own ideas, and it works for some groups but not others.</p><p></p><p>You can start with a small town and a brief description of the nearby areas of interest (maybe a couple dungeons, a bandit group or two, or a few town elements that may, or may not, like the characters) and then just begin with the characters witnessing various actions by others and see how they react. Again, for some groups with players that take their own initiative and react, this is good, but if your playing with players that don't really know what to do, then this is not the best way to go about it.</p><p></p><p>Are you the DM? I am assuming you are. Do you have a group of players? If so, what kind of players are they? Once you can figure out the kind of players you have, it will be easier to design adventures for the enjoyment of all.</p><p></p><p>I can say this: I used to be a GM that always developed a good plotline for the campaign, and it always backfired because players will eventually do what they want for their characters, and that doesn't always coincide with the plot I had designed. For some, it works, and for others, it won't. For me, it doesn't work anymore.</p></blockquote><p></p>
[QUOTE="ES2, post: 1095674, member: 13789"] It depends on the kind of adventure you want to run (I guess this doesn't really help all that much to say that). You can come up with an awesome plotline before the game starts and work the characters into the plot, and it works for some groups but not others. You can buy a premade adventure at a store and alter it to fit the group, or your own ideas, and it works for some groups but not others. You can start with a small town and a brief description of the nearby areas of interest (maybe a couple dungeons, a bandit group or two, or a few town elements that may, or may not, like the characters) and then just begin with the characters witnessing various actions by others and see how they react. Again, for some groups with players that take their own initiative and react, this is good, but if your playing with players that don't really know what to do, then this is not the best way to go about it. Are you the DM? I am assuming you are. Do you have a group of players? If so, what kind of players are they? Once you can figure out the kind of players you have, it will be easier to design adventures for the enjoyment of all. I can say this: I used to be a GM that always developed a good plotline for the campaign, and it always backfired because players will eventually do what they want for their characters, and that doesn't always coincide with the plot I had designed. For some, it works, and for others, it won't. For me, it doesn't work anymore. [/QUOTE]
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