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<blockquote data-quote="delericho" data-source="post: 6060239" data-attributes="member: 22424"><p>Reading Chris Perkins columns, it became apparent to me that the way he writes (and runs) adventures for his own use is some worlds away from the way WotC write adventures for publication. Which is pretty much the root cause for the problems with their published adventures.</p><p></p><p>As far advice for the OP...</p><p></p><p>If your players are having fun (and it sounds like they are), then your game really doesn't need saving. Just carry on doing what you're doing, and you'll be fine.</p><p></p><p>That doesn't mean you can't improve, though!</p><p></p><p>My advice, for what it's worth, is this:</p><p></p><p>After every session, before preparing for the next session, spend some time thinking about what happened in the previous session.</p><p></p><p>What went particularly well? (Find <em>something</em>.) Consider why it went well, and what you particularly enjoyed. Endeavour to do more of this, or more like it.</p><p></p><p>What went badly, or at least could have gone better? (Find <em>something</em>.) Why did it not go as you had hoped? Is there something you could do differently that would be better? In future, either try to do it differently, or work to minimise the bad bits.</p><p></p><p>What rulings did you make? In hindsight, were these the right rulings? If so, write them down so you're consistent. If not, be sure to inform your players of this at the next session - don't change what has happened, but let them know you'll be doing it differently next time. Oh, and write <em>that</em> down so you remember!</p><p></p><p>How was the balance of the "three pillars"? Did you have enough combat? Too much? Just right? What about exploration? Roleplay? (Bear in mind that these don't need to be equally-prevalent, and don't need to be the same in every session. It's only a problem if you and your players feel it's unbalanced.) Be sure to tweak the balance as appropriate for next time.</p><p></p><p>What did you do that was "new"? What are you going to do that's "new" next time? (Find something.)</p><p></p><p>By doing this sort of wash-up, you should get a good idea not just of how the session went, but also <em>why</em> it was good/bad/indifferent. From there, you have a platform for making improvements for the next session and beyond.</p><p></p><p>(I also recommend doing a similar thing at the end of each major chapter/adventure within the campaign, and also at the end of the campaign. For each 'block', I tend to do an analysis proportional to the length of the block - 5 minutes for a session, half an hour per adventure, longer for a campaign.)</p></blockquote><p></p>
[QUOTE="delericho, post: 6060239, member: 22424"] Reading Chris Perkins columns, it became apparent to me that the way he writes (and runs) adventures for his own use is some worlds away from the way WotC write adventures for publication. Which is pretty much the root cause for the problems with their published adventures. As far advice for the OP... If your players are having fun (and it sounds like they are), then your game really doesn't need saving. Just carry on doing what you're doing, and you'll be fine. That doesn't mean you can't improve, though! My advice, for what it's worth, is this: After every session, before preparing for the next session, spend some time thinking about what happened in the previous session. What went particularly well? (Find [i]something[/i].) Consider why it went well, and what you particularly enjoyed. Endeavour to do more of this, or more like it. What went badly, or at least could have gone better? (Find [i]something[/i].) Why did it not go as you had hoped? Is there something you could do differently that would be better? In future, either try to do it differently, or work to minimise the bad bits. What rulings did you make? In hindsight, were these the right rulings? If so, write them down so you're consistent. If not, be sure to inform your players of this at the next session - don't change what has happened, but let them know you'll be doing it differently next time. Oh, and write [i]that[/i] down so you remember! How was the balance of the "three pillars"? Did you have enough combat? Too much? Just right? What about exploration? Roleplay? (Bear in mind that these don't need to be equally-prevalent, and don't need to be the same in every session. It's only a problem if you and your players feel it's unbalanced.) Be sure to tweak the balance as appropriate for next time. What did you do that was "new"? What are you going to do that's "new" next time? (Find something.) By doing this sort of wash-up, you should get a good idea not just of how the session went, but also [i]why[/i] it was good/bad/indifferent. From there, you have a platform for making improvements for the next session and beyond. (I also recommend doing a similar thing at the end of each major chapter/adventure within the campaign, and also at the end of the campaign. For each 'block', I tend to do an analysis proportional to the length of the block - 5 minutes for a session, half an hour per adventure, longer for a campaign.) [/QUOTE]
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