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<blockquote data-quote="The Shaman" data-source="post: 5561057" data-attributes="member: 26473"><p>I don't write adventures <em>per se</em>.</p><p></p><p>I create a bunch of npcs and organizations with goals they're pursuing - some are overt, others covert.</p><p></p><p>I roll up random encounters, many of which involve named npcs - through interaction with the npcs the adventurers may become involved with the npcs' goals, or with organizations with whom the npcs are affiliated. Some of the random encounters are rumors which may lead the adventurers to the npcs and organizations.</p><p></p><p>I create adventure locations to explore - they can be 'dungeons,' towns, cities, planets, whatever the setting and the genre require. Usually there are npc connections to these as well.</p><p></p><p>I may have a setting timeline - frex, <a href="http://www.obsidianportal.com/campaigns/le-ballet-de-l-acier" target="_blank">our <em>Flashing Blades</em> campaign</a> began in 1625, and I'm allowing the historical timeline to play out until or unless the adventurers do something to change it. Sometimes I use a random generator to introduce events in the background - for <em>Traveller</em> I used the random event tables in 1e <em>AD&D Oriental Adventures</em>, and this became the 'metaplot' of the evolving setting.</p><p></p><p>And then I toss in the adventurers.</p><p></p><p>This creates an environment around the adventurers in which their actions create repercussions. I don't know with whom they will interact or how that interaction will play out until it happens; there's no 'plot, no sequence of 'scenes.' There's only what the adventurers do, and don't do, and how the world reacts to that.</p></blockquote><p></p>
[QUOTE="The Shaman, post: 5561057, member: 26473"] I don't write adventures [i]per se[/i]. I create a bunch of npcs and organizations with goals they're pursuing - some are overt, others covert. I roll up random encounters, many of which involve named npcs - through interaction with the npcs the adventurers may become involved with the npcs' goals, or with organizations with whom the npcs are affiliated. Some of the random encounters are rumors which may lead the adventurers to the npcs and organizations. I create adventure locations to explore - they can be 'dungeons,' towns, cities, planets, whatever the setting and the genre require. Usually there are npc connections to these as well. I may have a setting timeline - frex, [url=http://www.obsidianportal.com/campaigns/le-ballet-de-l-acier]our [i]Flashing Blades[/i] campaign[/url] began in 1625, and I'm allowing the historical timeline to play out until or unless the adventurers do something to change it. Sometimes I use a random generator to introduce events in the background - for [i]Traveller[/i] I used the random event tables in 1e [i]AD&D Oriental Adventures[/i], and this became the 'metaplot' of the evolving setting. And then I toss in the adventurers. This creates an environment around the adventurers in which their actions create repercussions. I don't know with whom they will interact or how that interaction will play out until it happens; there's no 'plot, no sequence of 'scenes.' There's only what the adventurers do, and don't do, and how the world reacts to that. [/QUOTE]
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