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<blockquote data-quote="Rechan" data-source="post: 5667373" data-attributes="member: 54846"><p>That sounds a bit messy. A few ideas as far as organization comes to mind. In part I think it depends on how we divvy things up. </p><p></p><p><u>Some ideas</u></p><p></p><p><strong>Mini-projects</strong></p><p></p><p>I really want to see a full on adventure tackled (if not bigger things). But, that's a big order (especially right out of the gate before the methods are smoothed out). It was suggested earlier in the thread to, instead of trying to tackle a big adventure, to do something in smaller bites. WotC has done these in the form of Delves and the Lairs (Open Grave/Draconomicon). I don't really think those were fairly popular, were they? How much use did they get?</p><p></p><p>Even so, there are some things that you can do, like Side Treks. I particularly love side treks, they're something you can drop in between points A and B, and typically something that lasts either an hour to half a session. They very well can consist of roleplaying encounters, or a single Encounter on a single battle. There was a series of 3rd Party PDF books in 3e called "En Route", which did things like this. I enjoyed those books. I've also seen 4e blogs put out such things (I recall one that took place on a glass balcony, another on a bridge of rotating platforms with a harpy). </p><p></p><p>Another option are Locales. Potentially adventure sites, or simply locations. There were some 3e 3rd party books of these - Urban Blight, Beyond the Walls and Beyond the Gates. Each had a location with NPCs. An example from Urban Decay was a tannery, the stats for its owner, who garments from human skin (disposing of the bodies via a pit of ghouls). Detailing Sweeney Todd and giving the description/map of his barber shop would have fit in.</p><p></p><p>An even smaller idea would be offering a detailed scene that a DM could drop into his adventure, like say "The Difficult River Crossing" or "The Building's on Fire", designing the terrain/set piece with its relevant rules but leaving the monsters out, so a DM has the rules for the unique situation at his disposal. Or you could design it around the monster, as the encounter itself; <a href="http://www.enworld.org/forum/4e-discussion/310416-help-design-encounter-giant-eel.html#post5659852" target="_blank">KM's Attacking the Eel sequence</a> could count as one of these.</p><p></p><p>A product then could be made of putting several of these in one place. Like a PDF of several sidetreks, or several of the Scenic Rules.</p><p></p><p>Question is, would that be popular, would it get used? It's more a tool than a full on Adventure. </p><p></p><p><strong>Design Models</strong></p><p></p><p>So we could have a single team sit down with say, a delve/lair/whatever. That's their project. Or you could have team that just does fluff - coming up with several ideas that gets passed to another team that does the rules/map for it. If you have a large adventure, you could also split it up by saying "You guys, work on the first level of the dungeon"; in the article Pour links to in the beginning of the thread, they split the mega adventure up by saying "I'll work on the overall story, You work on the encounters Outside the building, You work on the encoutners Inside the building".</p><p></p><p><em>But</em>, what if no one on Team A is good at doing X? What if, for instance, no one can come up with a good Terrain arrangement for this room, or a good mechanical interpretation. Instead of passing it to another group, having them try to do it, you could have thread dedicated to just "Help us make x". Like if you need a skill challenge built, you start a thread to get those who are <em>good</em> at skill challenge designs to do it. Not to mention a thread dedicated to "hey I had this idea but it doesn't fit in anything I'm doing, someone could use this"; a brainstorming or junk drawer thread.</p></blockquote><p></p>
[QUOTE="Rechan, post: 5667373, member: 54846"] That sounds a bit messy. A few ideas as far as organization comes to mind. In part I think it depends on how we divvy things up. [U]Some ideas[/U] [B]Mini-projects[/B] I really want to see a full on adventure tackled (if not bigger things). But, that's a big order (especially right out of the gate before the methods are smoothed out). It was suggested earlier in the thread to, instead of trying to tackle a big adventure, to do something in smaller bites. WotC has done these in the form of Delves and the Lairs (Open Grave/Draconomicon). I don't really think those were fairly popular, were they? How much use did they get? Even so, there are some things that you can do, like Side Treks. I particularly love side treks, they're something you can drop in between points A and B, and typically something that lasts either an hour to half a session. They very well can consist of roleplaying encounters, or a single Encounter on a single battle. There was a series of 3rd Party PDF books in 3e called "En Route", which did things like this. I enjoyed those books. I've also seen 4e blogs put out such things (I recall one that took place on a glass balcony, another on a bridge of rotating platforms with a harpy). Another option are Locales. Potentially adventure sites, or simply locations. There were some 3e 3rd party books of these - Urban Blight, Beyond the Walls and Beyond the Gates. Each had a location with NPCs. An example from Urban Decay was a tannery, the stats for its owner, who garments from human skin (disposing of the bodies via a pit of ghouls). Detailing Sweeney Todd and giving the description/map of his barber shop would have fit in. An even smaller idea would be offering a detailed scene that a DM could drop into his adventure, like say "The Difficult River Crossing" or "The Building's on Fire", designing the terrain/set piece with its relevant rules but leaving the monsters out, so a DM has the rules for the unique situation at his disposal. Or you could design it around the monster, as the encounter itself; [URL="http://www.enworld.org/forum/4e-discussion/310416-help-design-encounter-giant-eel.html#post5659852"]KM's Attacking the Eel sequence[/URL] could count as one of these. A product then could be made of putting several of these in one place. Like a PDF of several sidetreks, or several of the Scenic Rules. Question is, would that be popular, would it get used? It's more a tool than a full on Adventure. [B]Design Models[/B] So we could have a single team sit down with say, a delve/lair/whatever. That's their project. Or you could have team that just does fluff - coming up with several ideas that gets passed to another team that does the rules/map for it. If you have a large adventure, you could also split it up by saying "You guys, work on the first level of the dungeon"; in the article Pour links to in the beginning of the thread, they split the mega adventure up by saying "I'll work on the overall story, You work on the encounters Outside the building, You work on the encoutners Inside the building". [I]But[/I], what if no one on Team A is good at doing X? What if, for instance, no one can come up with a good Terrain arrangement for this room, or a good mechanical interpretation. Instead of passing it to another group, having them try to do it, you could have thread dedicated to just "Help us make x". Like if you need a skill challenge built, you start a thread to get those who are [i]good[/i] at skill challenge designs to do it. Not to mention a thread dedicated to "hey I had this idea but it doesn't fit in anything I'm doing, someone could use this"; a brainstorming or junk drawer thread. [/QUOTE]
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