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How to YOU create an adventure?
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<blockquote data-quote="Ranes" data-source="post: 335540" data-attributes="member: 4826"><p>I usually start an adventure design by creating a primary adversary, in the form of an npc or intelligent monster. I decide what it is, what its goals are, why its goals are what they are and how it is going to try to achieve them. Once I have some idea of these elements, I try to flesh them out and complement them with what the adversary has done so far. This helps inspire encounters of all kinds, as well as the rest of the adventure cast. From there, I work out locations and events that tie in to the ideas I've got so far and develop potential pc hooks. When I have all of those, I try to think through the consequences of the pc disengagement from the hooks and possible variations of conflict resolution. I consider degrees of failure in dealing with the adversary and the consequences of success for either side, both of which are often the seeds of future adventures in a campaign.</p><p></p><p>If I'm using any published adventure or campaign material, I'll look for something deep in the background that will inspire a rounded adversary and give him, her or it a <em>raison d'etre</em>. For instance, I don't actually run an FR campaign but the idea of a svirfneblin city being overrun by the drow and their allies (ie Blingdenstone), has got me working on Snervith, a power-crazed svirfneblin wizard who escaped the invasion but who now wishes to mount an expedition to return there, in order to retrieve certain possessions he hid prior to making his escape. I'd tell you more but you never know who might be reading.</p></blockquote><p></p>
[QUOTE="Ranes, post: 335540, member: 4826"] I usually start an adventure design by creating a primary adversary, in the form of an npc or intelligent monster. I decide what it is, what its goals are, why its goals are what they are and how it is going to try to achieve them. Once I have some idea of these elements, I try to flesh them out and complement them with what the adversary has done so far. This helps inspire encounters of all kinds, as well as the rest of the adventure cast. From there, I work out locations and events that tie in to the ideas I've got so far and develop potential pc hooks. When I have all of those, I try to think through the consequences of the pc disengagement from the hooks and possible variations of conflict resolution. I consider degrees of failure in dealing with the adversary and the consequences of success for either side, both of which are often the seeds of future adventures in a campaign. If I'm using any published adventure or campaign material, I'll look for something deep in the background that will inspire a rounded adversary and give him, her or it a [I]raison d'etre[/I]. For instance, I don't actually run an FR campaign but the idea of a svirfneblin city being overrun by the drow and their allies (ie Blingdenstone), has got me working on Snervith, a power-crazed svirfneblin wizard who escaped the invasion but who now wishes to mount an expedition to return there, in order to retrieve certain possessions he hid prior to making his escape. I'd tell you more but you never know who might be reading. [/QUOTE]
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