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How to Design Better Urban Adventures
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<blockquote data-quote="Hand of Evil" data-source="post: 3063021" data-attributes="member: 371"><p>Design encounters to happen as you need them not based on a location. This allows you to let the players run loose but can bring them back on track as needed. Examples of this is an NPC coming to them: <em>I hear you are looking for the Slasher? Follow me.</em> Yep, you can see it as rail roading but it works. </p><p></p><p>Give your players places to go. I let my players pick NPC they have made contact with, and locations, I limit the number to level+CHR Bonus. The players have to come up with description and a little background but know I will run them and pick their alignments. It is interesting to see who they come up with and the locations. <u>Use your judgement here.</u> Example: A bard should pick tavern keepers, other bards, maybe a noble or two and some locations. A fighter; other fighters, smiths, guards, adventures and locations where he would come into contact with them. A wizard; the guild hall, another wizard or two, the magic shop, the book store. Tell players that if they do crossovers on NPCs, they stack bonus. </p><p></p><p>Now that you have people and places pull them into your adventure. Maybe one of them has information, maybe one is involved. Again rail roading but it gets the players attached to the world around them. </p><p></p><p>For other stuff, see the DM Advice link in my sig, it has a number of threads listed on the subject.</p></blockquote><p></p>
[QUOTE="Hand of Evil, post: 3063021, member: 371"] Design encounters to happen as you need them not based on a location. This allows you to let the players run loose but can bring them back on track as needed. Examples of this is an NPC coming to them: [I]I hear you are looking for the Slasher? Follow me.[/I] Yep, you can see it as rail roading but it works. Give your players places to go. I let my players pick NPC they have made contact with, and locations, I limit the number to level+CHR Bonus. The players have to come up with description and a little background but know I will run them and pick their alignments. It is interesting to see who they come up with and the locations. [U]Use your judgement here.[/U] Example: A bard should pick tavern keepers, other bards, maybe a noble or two and some locations. A fighter; other fighters, smiths, guards, adventures and locations where he would come into contact with them. A wizard; the guild hall, another wizard or two, the magic shop, the book store. Tell players that if they do crossovers on NPCs, they stack bonus. Now that you have people and places pull them into your adventure. Maybe one of them has information, maybe one is involved. Again rail roading but it gets the players attached to the world around them. For other stuff, see the DM Advice link in my sig, it has a number of threads listed on the subject. [/QUOTE]
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