My Philosophy

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mythusmage

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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.
 
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Thanks Hong. I try starting a serious thread, and you have to go and *** it up. Thanks to you and Rounser it has become an atrocious joke. I hope you're happy.

Mister, put me on your Ignore List. Do not read anything I have to say, no matter how tempted. I don't need your 'contributions' and I would greatly appreciate your not taking part in any thread I begin.

To the mods: Go ahead and lock this thread. I will try again later, when there's a better chance the mature will be able to reply to what I say.
 

I think they're generally good rules, mythusmage. In particular I have noticed that many newer DMs wont keep in mind what their villains are doing during downtime, and what is motivating those villains to continue (beyond the PCs existence of course).

I also feel quite strongly about #6, and would add "be sure to make each of your NPCs memorable in a small way". The NPC cast, when done right, add great depth to any game.
 



Hi Mythusmage,

Speaking with a brand-new mod hat on, perhaps it is worth letting the thread run a little longer?

I think you have some interesting elements to the philosophy that you outline. I always think it is especially helpful to have a handle on the motivations behind the villains actions (I love the idea of the tragic villain who should be pitied, for instance).

Have you considered an additional angle (although it might be subsumed in your option 5) - setting a timeline of how the villains plans will progress if the PCs do nothing or decide not to get involved in this particular plot and follow another plot thread entirely. I find that kind of thing sketched out briefly is often very helpful too.

I always enjoy reading discussions about planning and running games effectively.

Regards
 

mythusmage said:
To the mods: Go ahead and lock this thread. I will try again later, when there's a better chance the mature will be able to reply to what I say.

What's the prob, Bub? You don't mind if I call you Bub, do you? Well, Bub, you're making much ado about nothing. Keep cool, take a deep breeze, and tell me, why are you so bitchy? Frankly, as Hong goes, that was kinda harmless, Bub. You know what? I think he likes you.
 

Seriously dude take a chill pill, I've never met such a drama queen. As for your point...

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.

Not really required. Its often the last thing that needs doing if it needs doing at all most published adventures are deliberately dislocated from the larger world so you can put them in anywhere. You can do the same with your own, and only add links where they tie it into the current location of the PC's. Wasn't one of the first rules of Dungeoncraft not to do anymore work than needed?

2. You need people. Not only the heroes and villains, but common folk as well. Somebody's got to be the barkeep after all.

Yeah if you always meet in a tavern... Its nice to have developed common folk, but to be honest most players would rather be fighting knee deep in kobolds than listening to the inn keeper complain about his bad back.

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

Some good bits of advice.

5. With your players do the same for the PCs regarding #3 and #4.

Shouldn't the players do that?

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

In some cases that's hard to establish a head of time as it depends on the players actions.

7. Be flexible. It's a rare adventure where things work out as laid out in the text.

But that doesn't mean you shouldn't plan as much as possible. It's easier to be flexible when you have a safety net to fall back on.
 

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