Over in this thread I gave some advice on plots for folks. After giving it some thought I thought I'd present my adventure design philosophy, and solicit those of others.
The Mighty Mythusmage's Philosophy of Adventure Design
1. It has to occur somewhere. Establish the location; not only as a place, but within a larger world.
2. You need people. Not only the heroes and villains, but common folk as well. Somebody's got to be the barkeep after all.
3 Establish what the villains are doing, and why they're are doing what they're doing.
4. Establish what the villains and their henchmen would most likely do if things don't go as planned
5. With your players do the same for the PCs regarding #3 and #4.
6. Establish who of the supporting cast and extras is the most likely to support the villains, or the players. Be ready to promote an extra or member of the supporting cast if events warrent
7. Be flexible. It's a rare adventure where things work out as laid out in the text.
That's my basic philosophy, I can expand and expound if asked.
The Mighty Mythusmage's Philosophy of Adventure Design
1. It has to occur somewhere. Establish the location; not only as a place, but within a larger world.
2. You need people. Not only the heroes and villains, but common folk as well. Somebody's got to be the barkeep after all.
3 Establish what the villains are doing, and why they're are doing what they're doing.
4. Establish what the villains and their henchmen would most likely do if things don't go as planned
5. With your players do the same for the PCs regarding #3 and #4.
6. Establish who of the supporting cast and extras is the most likely to support the villains, or the players. Be ready to promote an extra or member of the supporting cast if events warrent
7. Be flexible. It's a rare adventure where things work out as laid out in the text.
That's my basic philosophy, I can expand and expound if asked.
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