Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Legends and Lore: March 29th
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Balesir" data-source="post: 5512660" data-attributes="member: 27160"><p>I think the question of adventure design has to start with a clear view on two things:</p><p></p><p>1) Who is the adventure written to please - the DM, the players, or both?</p><p></p><p>2) What is the main focus of attention during actual play expected to be?</p><p></p><p>For the first of these, I would say that the <em>content</em> of the adventure should be aimed at the <strong>players</strong>, and the <em>format</em> should be aimed at the <strong>DM</strong>. In this respect I somewhat disagree that area descriptions etc. should be artistic masterpieces - although it does depend on question (2) to some extent - because that will be detail the DM would like, not (in my experience) the players. The concern over the format of the overall adventure structure, and its ease of understanding and use, however, I think is a critical one, and the people to please, here, are the DMs.</p><p></p><p>For the group I run, the main focus of attention in play is the tactical/game challenge to be beaten. From that perspective, the 'Delve format' <em>for encounters</em> works really well. The full details of the "encounter mini-game" are all in one place and the encounters themselves are often interesting and fun (although I do think that Keep on the Shadowfell did encounter scope better than anything I have seen since - there is nothing wrong with spreading an encounter through several 'rooms' - and it sounds like this is something Pathfinder could learn from, too, if there are 'empty rooms' doing nothing).</p><p></p><p>The main problem, as I see it, though, with the current WotC format, is at the level "above" the encounter. The booklets or sections that are supposed to give the adventure overview and structure are frequently half taken up with art (often art that does not really give a good feel for the characters' perspective on the scenes, to boot) and, as others have noted, misses out important information because it is in the encounter notes (and vice versa - the encounter notes miss important details that were in the "overview").</p><p></p><p>I think, therefore, that what is needed is a radical overhaul of the "overview" or "adventure structure" section. Some ideas:</p><p></p><p>- Flowcharts, maps (both physical and conceptual) and character profiles (with mapped relationships) for the key personalities involved. A picture here really can be worth a thousand words.</p><p></p><p>- Consider PDF/digital versions. This is not just for the ease of distribution, but for the exploitable features of the medium. Firstly, repeating information (even verbatim) can be helpful and there is no size limitation on a PDF. Secondly, PDFs can handle <strong>layers</strong>, and maps with layers can be fantastically useful tools. <a href="http://www.kelestia.com/index.php" target="_blank">Keléstia</a> have been doing this for their Hârn products for a while, now, and the resulting maps are stunning. Imagine dungeon maps with layers for monster "start positions", secret passages and openings, lighting and trap areas of effect. You can turn layers on and off to see the map with and without each layer, individually or collectively. You can even add layers to block out sections of the map so that you can show players parts as the characters 'discover' them.</p><p></p><p>- Have more and clearer policy/advice about adventure structure. How should adventure "flowcharts" be designed to give players meaningful choices? This goes right up to having the whole scenario resemble a "giant skill challenge", where each encounter has "success" and "fail" conditions that allow or disallow choices for future direction. All this has to be combined in such a way as to retain the experience/level curve and gp resource expectations, but there are several "levers" available, here. Mixing combats, traps, skill challenges and quests can allow for "easy routes" and "hard routes" that have the same xp value; add in holding back xp for encounters where the objective was failed (even if all the monsters were killed) and there is plenty of scope for added interest <em>for the players</em>, here.</p><p></p><p>TLDR version - the 'Delve' encounter format works fine - but the adventure overview/structure area (both format and content) need work. <em>Lots</em> of work.</p></blockquote><p></p>
[QUOTE="Balesir, post: 5512660, member: 27160"] I think the question of adventure design has to start with a clear view on two things: 1) Who is the adventure written to please - the DM, the players, or both? 2) What is the main focus of attention during actual play expected to be? For the first of these, I would say that the [I]content[/I] of the adventure should be aimed at the [B]players[/B], and the [I]format[/I] should be aimed at the [B]DM[/B]. In this respect I somewhat disagree that area descriptions etc. should be artistic masterpieces - although it does depend on question (2) to some extent - because that will be detail the DM would like, not (in my experience) the players. The concern over the format of the overall adventure structure, and its ease of understanding and use, however, I think is a critical one, and the people to please, here, are the DMs. For the group I run, the main focus of attention in play is the tactical/game challenge to be beaten. From that perspective, the 'Delve format' [I]for encounters[/I] works really well. The full details of the "encounter mini-game" are all in one place and the encounters themselves are often interesting and fun (although I do think that Keep on the Shadowfell did encounter scope better than anything I have seen since - there is nothing wrong with spreading an encounter through several 'rooms' - and it sounds like this is something Pathfinder could learn from, too, if there are 'empty rooms' doing nothing). The main problem, as I see it, though, with the current WotC format, is at the level "above" the encounter. The booklets or sections that are supposed to give the adventure overview and structure are frequently half taken up with art (often art that does not really give a good feel for the characters' perspective on the scenes, to boot) and, as others have noted, misses out important information because it is in the encounter notes (and vice versa - the encounter notes miss important details that were in the "overview"). I think, therefore, that what is needed is a radical overhaul of the "overview" or "adventure structure" section. Some ideas: - Flowcharts, maps (both physical and conceptual) and character profiles (with mapped relationships) for the key personalities involved. A picture here really can be worth a thousand words. - Consider PDF/digital versions. This is not just for the ease of distribution, but for the exploitable features of the medium. Firstly, repeating information (even verbatim) can be helpful and there is no size limitation on a PDF. Secondly, PDFs can handle [B]layers[/B], and maps with layers can be fantastically useful tools. [URL="http://www.kelestia.com/index.php"]Keléstia[/URL] have been doing this for their Hârn products for a while, now, and the resulting maps are stunning. Imagine dungeon maps with layers for monster "start positions", secret passages and openings, lighting and trap areas of effect. You can turn layers on and off to see the map with and without each layer, individually or collectively. You can even add layers to block out sections of the map so that you can show players parts as the characters 'discover' them. - Have more and clearer policy/advice about adventure structure. How should adventure "flowcharts" be designed to give players meaningful choices? This goes right up to having the whole scenario resemble a "giant skill challenge", where each encounter has "success" and "fail" conditions that allow or disallow choices for future direction. All this has to be combined in such a way as to retain the experience/level curve and gp resource expectations, but there are several "levers" available, here. Mixing combats, traps, skill challenges and quests can allow for "easy routes" and "hard routes" that have the same xp value; add in holding back xp for encounters where the objective was failed (even if all the monsters were killed) and there is plenty of scope for added interest [I]for the players[/I], here. TLDR version - the 'Delve' encounter format works fine - but the adventure overview/structure area (both format and content) need work. [I]Lots[/I] of work. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Legends and Lore: March 29th
Top