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General Tabletop Discussion
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Need some help tying together an adventure
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<blockquote data-quote="Bawylie" data-source="post: 7276867" data-attributes="member: 6776133"><p>I'd flesh it out two ways. One by zones, another by tasks.</p><p></p><p>Generally I'd say you have 3 types of zones (battle arenas, social hubs, and ball pits) and maybe 3-9 of each of these, depending on the length of your campaign. 3 of each for sure, more as/if needed. </p><p></p><p>Battle arenas are just nicely designed encounter spaces for fights. Multiple levels/heights, room for cover, kill boxes, stuff like that. </p><p></p><p>Social hubs are just places where the adventurers can schmooze. Markets, pubs, dark alley informant areas, that sort of deal. </p><p></p><p>And ball pits are neat areas that are just for exploring. Maybe some combat but that's incidental. Stuff like a shipwreck, the governor's manse, smuggler's cove. You get the idea. </p><p></p><p>Then you have your tasks. I'd say each task is a thing they need to get to the final encounter with the captain. So maybe they need to neutralize his top two lieutenants, deplete his monies, turn an ally, and sink his flagship. Just some cool piratey adventure stuff. </p><p></p><p>Then, to complete each task, you simply mix in the zones and sketch out a brief outline. So when they want to sink the flagship, they have to gather some intel in a social hub, delve the hidden base, have a battle across the wreckage of two crashed ships, and then they're free to sink the flagship. (Just conceptual, you have your own tasks in mind). </p><p></p><p>But the payoff here is that you use and reuse the zones so your players are criss-crossing these familiar places chasing different objectives. You'll reuse map assets and NPCs and whatnot but the entire playspace doesn't need to be any more complicated than a 9 square grid #. The tasks themselves sort of hint at which squares the players need to accomplish stuff in, and once the tasks are completed, they can have the showdown. </p><p></p><p></p><p>Sent from my iPhone using Tapatalk</p></blockquote><p></p>
[QUOTE="Bawylie, post: 7276867, member: 6776133"] I'd flesh it out two ways. One by zones, another by tasks. Generally I'd say you have 3 types of zones (battle arenas, social hubs, and ball pits) and maybe 3-9 of each of these, depending on the length of your campaign. 3 of each for sure, more as/if needed. Battle arenas are just nicely designed encounter spaces for fights. Multiple levels/heights, room for cover, kill boxes, stuff like that. Social hubs are just places where the adventurers can schmooze. Markets, pubs, dark alley informant areas, that sort of deal. And ball pits are neat areas that are just for exploring. Maybe some combat but that's incidental. Stuff like a shipwreck, the governor's manse, smuggler's cove. You get the idea. Then you have your tasks. I'd say each task is a thing they need to get to the final encounter with the captain. So maybe they need to neutralize his top two lieutenants, deplete his monies, turn an ally, and sink his flagship. Just some cool piratey adventure stuff. Then, to complete each task, you simply mix in the zones and sketch out a brief outline. So when they want to sink the flagship, they have to gather some intel in a social hub, delve the hidden base, have a battle across the wreckage of two crashed ships, and then they're free to sink the flagship. (Just conceptual, you have your own tasks in mind). But the payoff here is that you use and reuse the zones so your players are criss-crossing these familiar places chasing different objectives. You'll reuse map assets and NPCs and whatnot but the entire playspace doesn't need to be any more complicated than a 9 square grid #. The tasks themselves sort of hint at which squares the players need to accomplish stuff in, and once the tasks are completed, they can have the showdown. Sent from my iPhone using Tapatalk [/QUOTE]
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