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If YOU Can't Write an Adventure, Why Should I?
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<blockquote data-quote="tzor" data-source="post: 4151336" data-attributes="member: 12826"><p>Writing adventures is different from writing rules and rule supplements. Whether or not the economics supports the idea, writing adventures requires a serial mind set. The mind set was more popular in the early editions of the game when the rules were more or less what were printed in the hard copy edition and there was no major overriding scenario to drive supplements with. Because it is a serial mind set it needs to be designed so that one can easily read and run with it. It needs to be specific but flexible. In fact writing a good adventure that anyone can use isn’t as easy as you might think and is actually harder than writing a good rule set. That is because if a rule is good it will be good for everyone, but if an adventure is good for you it might not be good for someone else.</p><p></p><p>You almost need three teams at work in the idea game system. The first designs the rules and runs test adventures to unit test the rules. (You also need other test environments but this is not the point of my argument.) The second describes those rules to be intuitively obvious to the casual gamer and game master. The third describes and creates adventures from these rules and from the basic test adventures. (I mentioned the other test environments? You also need the assembly test where the adventures written by team 3 and the rules written by team 2 are played by a separate group of testers and reviewed by quality assurance.) This is, frankly, way too expensive for the casual gaming company.</p><p></p><p>The simple result is that if you have any system where there are good adventures, the rules will probably be horrid. (Is my love of the old Lankhmar adventures showing?)</p></blockquote><p></p>
[QUOTE="tzor, post: 4151336, member: 12826"] Writing adventures is different from writing rules and rule supplements. Whether or not the economics supports the idea, writing adventures requires a serial mind set. The mind set was more popular in the early editions of the game when the rules were more or less what were printed in the hard copy edition and there was no major overriding scenario to drive supplements with. Because it is a serial mind set it needs to be designed so that one can easily read and run with it. It needs to be specific but flexible. In fact writing a good adventure that anyone can use isn’t as easy as you might think and is actually harder than writing a good rule set. That is because if a rule is good it will be good for everyone, but if an adventure is good for you it might not be good for someone else. You almost need three teams at work in the idea game system. The first designs the rules and runs test adventures to unit test the rules. (You also need other test environments but this is not the point of my argument.) The second describes those rules to be intuitively obvious to the casual gamer and game master. The third describes and creates adventures from these rules and from the basic test adventures. (I mentioned the other test environments? You also need the assembly test where the adventures written by team 3 and the rules written by team 2 are played by a separate group of testers and reviewed by quality assurance.) This is, frankly, way too expensive for the casual gaming company. The simple result is that if you have any system where there are good adventures, the rules will probably be horrid. (Is my love of the old Lankhmar adventures showing?) [/QUOTE]
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If YOU Can't Write an Adventure, Why Should I?
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