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<blockquote data-quote="Rel" data-source="post: 2122269" data-attributes="member: 99"><p>Oberyn, I think it might help if you gave us some ideas of what you have to work with and what you want to work toward.</p><p></p><p>Do you own/plan to buy a lot of modules? If so then I'd say that what you need to work on is the "connective tissue" between them to give the whole thing a good overall flow. Or, simply get a series of mods that are already linked together. The Freeport mods by Green Ronin are like this and I highly recommend them.</p><p></p><p>If you want to build from scratch then you've got more work ahead, but also more control. I find that the easiest and most organic way of developing adventures that way is to simply put together your big bad evil (or not so evil) guys first. Figure out what they want, why they want it and how they intend to get it. Who will try and stop them and how? From there I find that the adventure will often write itself.</p><p></p><p>I'll make up a bad guy. He's an exceptionally smart Goblin Chieftain named Krood. What does Krood want? He wants to unite all the Goblin tribes in the Firefist Hills under his rule. Why? Because he's seen generation after generation of his people die to the Orcs to the west and the humans to the east. So what's he going to do about it? He will first need to show that he means business to the other tribes.</p><p></p><p>He decides to go after the Liprip Tribe who lives near the humans. They're fairly weak and not well liked among the other tribes (because they mutilate the lips of their captives). So he gathers his warband and invades their caves, killing some and forcing the rest to swear allegience to his cause. Now he's got a new base of operations near the human coastal city and that's good because he will need to attack their fleet at some point. For now he'll have his men start doing bandit raids on the Coast Road to capture valuables that he can trade to the other tribes to get them aboard.</p><p></p><p>Later he'll want to turn west and capture one of the Orcs easternmost iron mines so that he can produce better quality weapons for his troops and lots of them. Once that is done he can fortify on that front, pay off the closest of the Orcs with his loot stolen from the humans and then seek to destroy the human navy. And so on and so forth.</p><p></p><p>That took me maybe 10 minutes to gin up and I've already got at least a half dozen good adventure ideas and plots suggesting themselves.</p><p></p><p>Banditry on the Coast Road</p><p>Disappearance of the Liprip Goblins</p><p>Increasingly dangerous Goblin raiders</p><p>Goblin scouts casing the docks at the human city</p><p>An emissary from one of the stronger Goblin tribes seeking help against Krood</p><p>A decrease in iron ore coming out of the Orcish mountains</p><p></p><p>And that's just a single bad guy. If I began to consider what the Necromancer of Icinghill and The Demon Lord of Baxix Pass are doing, I've got an entire campaigns worth of ideas. I think that if you write good bad buys then the rest of the campaign writes itself almost.</p><p></p><p>Good luck and keep coming back to ENWorld. It's the best roleplaying resource on the net.</p></blockquote><p></p>
[QUOTE="Rel, post: 2122269, member: 99"] Oberyn, I think it might help if you gave us some ideas of what you have to work with and what you want to work toward. Do you own/plan to buy a lot of modules? If so then I'd say that what you need to work on is the "connective tissue" between them to give the whole thing a good overall flow. Or, simply get a series of mods that are already linked together. The Freeport mods by Green Ronin are like this and I highly recommend them. If you want to build from scratch then you've got more work ahead, but also more control. I find that the easiest and most organic way of developing adventures that way is to simply put together your big bad evil (or not so evil) guys first. Figure out what they want, why they want it and how they intend to get it. Who will try and stop them and how? From there I find that the adventure will often write itself. I'll make up a bad guy. He's an exceptionally smart Goblin Chieftain named Krood. What does Krood want? He wants to unite all the Goblin tribes in the Firefist Hills under his rule. Why? Because he's seen generation after generation of his people die to the Orcs to the west and the humans to the east. So what's he going to do about it? He will first need to show that he means business to the other tribes. He decides to go after the Liprip Tribe who lives near the humans. They're fairly weak and not well liked among the other tribes (because they mutilate the lips of their captives). So he gathers his warband and invades their caves, killing some and forcing the rest to swear allegience to his cause. Now he's got a new base of operations near the human coastal city and that's good because he will need to attack their fleet at some point. For now he'll have his men start doing bandit raids on the Coast Road to capture valuables that he can trade to the other tribes to get them aboard. Later he'll want to turn west and capture one of the Orcs easternmost iron mines so that he can produce better quality weapons for his troops and lots of them. Once that is done he can fortify on that front, pay off the closest of the Orcs with his loot stolen from the humans and then seek to destroy the human navy. And so on and so forth. That took me maybe 10 minutes to gin up and I've already got at least a half dozen good adventure ideas and plots suggesting themselves. Banditry on the Coast Road Disappearance of the Liprip Goblins Increasingly dangerous Goblin raiders Goblin scouts casing the docks at the human city An emissary from one of the stronger Goblin tribes seeking help against Krood A decrease in iron ore coming out of the Orcish mountains And that's just a single bad guy. If I began to consider what the Necromancer of Icinghill and The Demon Lord of Baxix Pass are doing, I've got an entire campaigns worth of ideas. I think that if you write good bad buys then the rest of the campaign writes itself almost. Good luck and keep coming back to ENWorld. It's the best roleplaying resource on the net. [/QUOTE]
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