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<blockquote data-quote="Dorian_Grey" data-source="post: 6950839" data-attributes="member: 6801878"><p>We used story awards heavily. Personally I used this approach:</p><p></p><p>1. Design an overall "idea" - Players have to go to the far away mountains and restore the magical fortress of Dead Forgotten Guy</p><p>2. Target a general level range: i.e. if the average group level is 12, then this is going to be really challenging. If the average group level is 14 it will be fairly easy.</p><p>3. Write out the adventure and break it into divisible parts. Now, you can do this anyway you want, but I then determine how much each part represents from the overall adventure. What I did was estimated time to complete, which is better than word count. A puzzle chapter (i.e. "Determine the way to open the magic door on the side of the mountain") might take three or four hours of time, but only require a two paragraph write up, while battling the swamp necromancer requires five pages but only takes the characters two hours. </p><p>4. Take the average XP amount to get from target level to the next level and then distribute that XP based on percentage of the chapters. So a fighter and a cleric go out on an adventure. To get from 1 to 2 would represent 2,125 xp on average. There are four chapters in the book. The first chapter takes 10% of the total time (you can adjust at the end too), and that would be 213 xp. The next chapter takes 25%, so that would be 531 xp. </p><p></p><p>You can still apply individual awards. Chapters can also be sessions too. Surviving each session gets you X amount of XP based on the number of sessions planned for the adventure.</p></blockquote><p></p>
[QUOTE="Dorian_Grey, post: 6950839, member: 6801878"] We used story awards heavily. Personally I used this approach: 1. Design an overall "idea" - Players have to go to the far away mountains and restore the magical fortress of Dead Forgotten Guy 2. Target a general level range: i.e. if the average group level is 12, then this is going to be really challenging. If the average group level is 14 it will be fairly easy. 3. Write out the adventure and break it into divisible parts. Now, you can do this anyway you want, but I then determine how much each part represents from the overall adventure. What I did was estimated time to complete, which is better than word count. A puzzle chapter (i.e. "Determine the way to open the magic door on the side of the mountain") might take three or four hours of time, but only require a two paragraph write up, while battling the swamp necromancer requires five pages but only takes the characters two hours. 4. Take the average XP amount to get from target level to the next level and then distribute that XP based on percentage of the chapters. So a fighter and a cleric go out on an adventure. To get from 1 to 2 would represent 2,125 xp on average. There are four chapters in the book. The first chapter takes 10% of the total time (you can adjust at the end too), and that would be 213 xp. The next chapter takes 25%, so that would be 531 xp. You can still apply individual awards. Chapters can also be sessions too. Surviving each session gets you X amount of XP based on the number of sessions planned for the adventure. [/QUOTE]
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