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How to use pregenerated material for own inspiration?
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<blockquote data-quote="Quickleaf" data-source="post: 6279886" data-attributes="member: 20323"><p>[MENTION=6698531]plancktum[/MENTION]</p><p>Ah, not being able to draw the red line. Yeah, in fiction writing there is an idea called "Kill Your Babies". I forget who first came up with it, by the idea is to be suspicious of your first impulse, examine what you've written objectively later, and apply a mean editing hand.</p><p></p><p>One of the really nice ways for controlling that tendency is using the "Fronts" from Dungeon World. Uh, there's a Dungeon World SRD for free on the net that describes what a "Front" is in more detail, but the gist is a discrete conflict/threat that the players will face. For a given adventure you probably only want 1 or 2 Fronts, and for a campaign 3-5 is about right. A good technique to self-edit is to say: Ok, I have # this many Fronts in my campaign and here's what they are... Any idea I come up with that doesn't fit into one of these fronts (or is clearly related to a PC or logically draws from last game session) gets the red pen. Cut it out.</p><p></p><p>If you're looking for recommendations of good adventures, I recommend any of the stuff by Open Design (Wolfgang Baur): <a href="http://www.wolfgangbaur.com/projects/" target="_blank">http://www.wolfgangbaur.com/projects/</a> These tend to be really evocative adventure settings with plenty of hooks so you can bring the PCs in at various points of entry.</p><p></p><p>As for "seat of your pants" DMing, which sounds like your strength, if you're playing 4e(which it sounds like you are), I've got a 4e DM Cheat Sheet designed just for that over here:</p><p><a href="http://www.enworld.org/forum/showthread.php?307923-4e-DM-Cheat-Sheet" target="_blank">http://www.enworld.org/forum/showthread.php?307923-4e-DM-Cheat-Sheet</a></p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6279886, member: 20323"] [MENTION=6698531]plancktum[/MENTION] Ah, not being able to draw the red line. Yeah, in fiction writing there is an idea called "Kill Your Babies". I forget who first came up with it, by the idea is to be suspicious of your first impulse, examine what you've written objectively later, and apply a mean editing hand. One of the really nice ways for controlling that tendency is using the "Fronts" from Dungeon World. Uh, there's a Dungeon World SRD for free on the net that describes what a "Front" is in more detail, but the gist is a discrete conflict/threat that the players will face. For a given adventure you probably only want 1 or 2 Fronts, and for a campaign 3-5 is about right. A good technique to self-edit is to say: Ok, I have # this many Fronts in my campaign and here's what they are... Any idea I come up with that doesn't fit into one of these fronts (or is clearly related to a PC or logically draws from last game session) gets the red pen. Cut it out. If you're looking for recommendations of good adventures, I recommend any of the stuff by Open Design (Wolfgang Baur): [url]http://www.wolfgangbaur.com/projects/[/url] These tend to be really evocative adventure settings with plenty of hooks so you can bring the PCs in at various points of entry. As for "seat of your pants" DMing, which sounds like your strength, if you're playing 4e(which it sounds like you are), I've got a 4e DM Cheat Sheet designed just for that over here: [url]http://www.enworld.org/forum/showthread.php?307923-4e-DM-Cheat-Sheet[/url] [/QUOTE]
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