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*Dungeons & Dragons
How Wotc can improve the adventure books.
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<blockquote data-quote="Chaosmancer" data-source="post: 8108315" data-attributes="member: 6801228"><p>There are a few ideas here that I'm agreeing with, but this one takes the cake as being one of the most important things I've seen.</p><p></p><p>I've never run an adventure module myself, but I've played in a few games that did, and the "crap, I don't know what to do now" problem is huge. Part of that can't be avoided. Players are going to go left, and there is nothing you can do about that. But, including enough npc motivation and basic pathing (if you fail to do X, Y is the likely result) would be a huge boon. </p><p></p><p>The more I think about it, a flowchart of the adventure actually does sound like a monumentally useful tool. In addition to helping see failure points (oh, our entire plot revolves around the players successfully finding clue X) it a tool that can help prevent SNAFUs by the DM. I remember hearing a horror story once of a DM allowing some random NPC to get killed by the players, only to find out a few months later that that NPC was vital to the plot of the second half of the Module. </p><p></p><p>Just getting an idea of "they should do this, then that, then one of these two thing which leads to this fight" can really help a DM conceptualize the adventure in a way that can really help.</p><p></p><p>------------------------------------------------------------------------------------</p><p></p><p></p><p></p><p>I never noticed that before as a player, but as soon as you said it... yeah, that is something that happens all the time in modules. Fighting "large group of X" for the third time is a drag, you need to have a unique element or configuration to each fight, to keep the tactical interest I think.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 8108315, member: 6801228"] There are a few ideas here that I'm agreeing with, but this one takes the cake as being one of the most important things I've seen. I've never run an adventure module myself, but I've played in a few games that did, and the "crap, I don't know what to do now" problem is huge. Part of that can't be avoided. Players are going to go left, and there is nothing you can do about that. But, including enough npc motivation and basic pathing (if you fail to do X, Y is the likely result) would be a huge boon. The more I think about it, a flowchart of the adventure actually does sound like a monumentally useful tool. In addition to helping see failure points (oh, our entire plot revolves around the players successfully finding clue X) it a tool that can help prevent SNAFUs by the DM. I remember hearing a horror story once of a DM allowing some random NPC to get killed by the players, only to find out a few months later that that NPC was vital to the plot of the second half of the Module. Just getting an idea of "they should do this, then that, then one of these two thing which leads to this fight" can really help a DM conceptualize the adventure in a way that can really help. ------------------------------------------------------------------------------------ I never noticed that before as a player, but as soon as you said it... yeah, that is something that happens all the time in modules. Fighting "large group of X" for the third time is a drag, you need to have a unique element or configuration to each fight, to keep the tactical interest I think. [/QUOTE]
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