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Learning to write adventures
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<blockquote data-quote="DSC-EricPrice" data-source="post: 1978107" data-attributes="member: 2110"><p>Insight and the Mouse both make some good comments. I'd like to reiterate the need to review what others have written. Make notes about what you like, about what worked and what didn't. Running adventures is an excellent way to write better adventures. Personal experience can't help but provide you with insight on matters of format latter on. The way that information is included and provided to the DM is the difference in my mind between an ok adventure and a great one. </p><p></p><p>That said, good story telling is what I consider to be paramount to an interesting adventure. Some of the most popular adventures to grace the pages of Dungeon magazine for example are ones that have a major thematic story. The anti-paladin/paladin story from a couple of years back still sticks firmly in my mind. Contrary to Insight I believe that adventures have a beginning and an end, if only in the author's mind, as he commits them to paper. As the writer you have some idea of how you EXPECT the storyline to go. That doesnt mean the players who ultimately play it wont wreck it, but its a place to start.</p><p></p><p>I havent seen any courses offered online by industry leaders since Robert Wiese of the RPGA tried hosting adventure writing classes on the WotC chat forums. The program never really got off the ground but in those brief few weeks I learned a lot. While were on the subject of the RPGA I personally think it is a great place to hone your writing skills. Of course, with the advent of pdf publishing maybe thats less true... I'm not sure. A few other articles have surfaced around the web over the past couple of years and I think there is a workshop that pops up on EnWorld every once in a while too. Good luck in your writing career and I look forward to seeing your byline in the future!</p></blockquote><p></p>
[QUOTE="DSC-EricPrice, post: 1978107, member: 2110"] Insight and the Mouse both make some good comments. I'd like to reiterate the need to review what others have written. Make notes about what you like, about what worked and what didn't. Running adventures is an excellent way to write better adventures. Personal experience can't help but provide you with insight on matters of format latter on. The way that information is included and provided to the DM is the difference in my mind between an ok adventure and a great one. That said, good story telling is what I consider to be paramount to an interesting adventure. Some of the most popular adventures to grace the pages of Dungeon magazine for example are ones that have a major thematic story. The anti-paladin/paladin story from a couple of years back still sticks firmly in my mind. Contrary to Insight I believe that adventures have a beginning and an end, if only in the author's mind, as he commits them to paper. As the writer you have some idea of how you EXPECT the storyline to go. That doesnt mean the players who ultimately play it wont wreck it, but its a place to start. I havent seen any courses offered online by industry leaders since Robert Wiese of the RPGA tried hosting adventure writing classes on the WotC chat forums. The program never really got off the ground but in those brief few weeks I learned a lot. While were on the subject of the RPGA I personally think it is a great place to hone your writing skills. Of course, with the advent of pdf publishing maybe thats less true... I'm not sure. A few other articles have surfaced around the web over the past couple of years and I think there is a workshop that pops up on EnWorld every once in a while too. Good luck in your writing career and I look forward to seeing your byline in the future! [/QUOTE]
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