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Learning to write adventures
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<blockquote data-quote="Warden" data-source="post: 1978895" data-attributes="member: 11006"><p>Agreed, but there is also the matter of adaptability and this part is two-fold.</p><p></p><p>One, your adventure has to have enough versatility to play with a wide variety of player types, unlike anything that you may write for yourself. Some players might like a monstrous encounter thrown in with any physical description, other may like to have some puzzles, that kind of thing. While this can all be done with a solid theme in mind, adding some extra spices for each group/GM to pick and choose their way through is important.</p><p></p><p>Second, you have to be able to provide the GM with as many possible outcomes as you can. Because if you think that your own players can thrown a wrench into your plans, just imagine what 100 other groups could do as well. And this is the major difference between fiction and adventures -- you're guiding the story, not determining it. This is probably why dungeon crawls are the most frequent adventures, since they're a basic "in-and-out" storyline. Any adventure that involves NPC interactions and heavy roleplaying that still works are commonly found to be classics, but rare.</p></blockquote><p></p>
[QUOTE="Warden, post: 1978895, member: 11006"] Agreed, but there is also the matter of adaptability and this part is two-fold. One, your adventure has to have enough versatility to play with a wide variety of player types, unlike anything that you may write for yourself. Some players might like a monstrous encounter thrown in with any physical description, other may like to have some puzzles, that kind of thing. While this can all be done with a solid theme in mind, adding some extra spices for each group/GM to pick and choose their way through is important. Second, you have to be able to provide the GM with as many possible outcomes as you can. Because if you think that your own players can thrown a wrench into your plans, just imagine what 100 other groups could do as well. And this is the major difference between fiction and adventures -- you're guiding the story, not determining it. This is probably why dungeon crawls are the most frequent adventures, since they're a basic "in-and-out" storyline. Any adventure that involves NPC interactions and heavy roleplaying that still works are commonly found to be classics, but rare. [/QUOTE]
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