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How do you go about creating an adventure?
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<blockquote data-quote="Wombat" data-source="post: 1096685" data-attributes="member: 8447"><p>How do I create adventures?</p><p></p><p>How many are the ways?</p><p></p><p>I make up plots out of whole cloth; I also steal notions from books, movies, news items, and conversations with friends; I often combine these methods.</p><p></p><p>As for how closely I stat things out, I keep it minimal. Just as "No battle plan survives first contact with the enemy", there is no way to plan for all the different directions in which players can take a plot. I keep railroading to a dead minimum, create some handouts and clues, stat out major encounters and settings, but otherwise run vague, run general, reacting to the characters as they react to the setting. </p><p></p><p>I always make sure that I give my players loads of setting material before the campaign starts so they have a good feel for the world and the city/village/grove they start in -- names of gods, bits of history, people they know, customs and mores, styles of dress, well known foods and artifacts, etc. Deep background planning; generalized adventure planning.</p><p></p><p>Then again, I've always believed that rpgs work best as improv theatre. Others disagree heartily with me, but that is a matter of taste, both my own and others.</p><p></p><p>(added bit)</p><p></p><p>Oh, our last session was based entirely around one sentence I had written down for the last adventure set up -- the players got so fascinated with that single aspect that I ended up having to riff a four and a half hour session! Hey -- it fit with the world.</p></blockquote><p></p>
[QUOTE="Wombat, post: 1096685, member: 8447"] How do I create adventures? How many are the ways? I make up plots out of whole cloth; I also steal notions from books, movies, news items, and conversations with friends; I often combine these methods. As for how closely I stat things out, I keep it minimal. Just as "No battle plan survives first contact with the enemy", there is no way to plan for all the different directions in which players can take a plot. I keep railroading to a dead minimum, create some handouts and clues, stat out major encounters and settings, but otherwise run vague, run general, reacting to the characters as they react to the setting. I always make sure that I give my players loads of setting material before the campaign starts so they have a good feel for the world and the city/village/grove they start in -- names of gods, bits of history, people they know, customs and mores, styles of dress, well known foods and artifacts, etc. Deep background planning; generalized adventure planning. Then again, I've always believed that rpgs work best as improv theatre. Others disagree heartily with me, but that is a matter of taste, both my own and others. (added bit) Oh, our last session was based entirely around one sentence I had written down for the last adventure set up -- the players got so fascinated with that single aspect that I ended up having to riff a four and a half hour session! Hey -- it fit with the world. [/QUOTE]
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