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How to use pregenerated material for own inspiration?
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<blockquote data-quote="Olgar Shiverstone" data-source="post: 6279407" data-attributes="member: 5868"><p>Consider first how to use pre-written material to save you some work. It has sites, maps, pre-keyed locations, stat blocks, etc. Many have shorter adventure elements within a larger adventure that can be harvested. They are bricks for your campaign -- you're building a cathedral so you don't want to take time focusing on building bricks.</p><p></p><p>Design your campaign to link individual pre-written elements, the bricks. This allows you to focus on motivations, linkages, and meta-plot, while saving you the tedious work of detailing out sites. It also allows for multiple branches in your campaign. Say, for example, there are three dungeon/adventure sites you like for a particular level. Pare away the motivations and plots that come with them, and reuse the sites themselves. What adventure hook might lead to them? What hooks might lead from them to the next phase of your adventure? You can now present your players with a couple of hooks, and no matter which ones they pursue they lead to a location you have prepared, adn you've thought about what happens afterward to lead to the next phase.</p><p></p><p>One of the important things to do when planning this way it not to plan too far ahead. You don't need a detailed plan for an entire campaign. You just need a general concept, and a detailed plan that goes about two steps ahead of your players.</p></blockquote><p></p>
[QUOTE="Olgar Shiverstone, post: 6279407, member: 5868"] Consider first how to use pre-written material to save you some work. It has sites, maps, pre-keyed locations, stat blocks, etc. Many have shorter adventure elements within a larger adventure that can be harvested. They are bricks for your campaign -- you're building a cathedral so you don't want to take time focusing on building bricks. Design your campaign to link individual pre-written elements, the bricks. This allows you to focus on motivations, linkages, and meta-plot, while saving you the tedious work of detailing out sites. It also allows for multiple branches in your campaign. Say, for example, there are three dungeon/adventure sites you like for a particular level. Pare away the motivations and plots that come with them, and reuse the sites themselves. What adventure hook might lead to them? What hooks might lead from them to the next phase of your adventure? You can now present your players with a couple of hooks, and no matter which ones they pursue they lead to a location you have prepared, adn you've thought about what happens afterward to lead to the next phase. One of the important things to do when planning this way it not to plan too far ahead. You don't need a detailed plan for an entire campaign. You just need a general concept, and a detailed plan that goes about two steps ahead of your players. [/QUOTE]
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