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<blockquote data-quote="Nellisir" data-source="post: 1880163" data-attributes="member: 70"><p>I think there are better and worse methods of designing or constructing an adventure, though no perfect method, and a well-written and COMPLETE guide would be a good thing. Adventure design is really two things (like all RPG design) mechanics & story, and an adventure should take both into equal consideration.</p><p></p><p>For example, I designed alot of dungeons/adventures rather haphazardly. I had the story figured out, how the characters got into it (the stick) and what they got out of it (the carrot), and I'd just fill in the middle with whatever seemed appropriate. The players never noticed, but it played havok on my ability to predict how much XP they'd get out the whole affair (useful as I was usually planning one or two adventures ahead) and the proper allotment of treasure.</p><p></p><p>Towards the end of the campaign, I started looking at the mechanics as a goal-oriented process. I'd assign each adventure a "level", reflecting how many levels (or partial levels) the characters should gain by the time they were through. This gave me a much firmer target number of encounters and treasure throughout the course of the adventure, and I could make up a fixed number of encounters to match. It also freed me up from static dungeon maps -- I knew I wanted the PCs to encounter the orcs and the gnolls, but the terrain in between was something I could make up on the fly (with a few guidelines).</p><p></p><p>It's not a process that'd work for everyone, but it simplified my life and actually enhanced the campaign storyline.</p><p></p><p>Cheers</p><p>Nell.</p></blockquote><p></p>
[QUOTE="Nellisir, post: 1880163, member: 70"] I think there are better and worse methods of designing or constructing an adventure, though no perfect method, and a well-written and COMPLETE guide would be a good thing. Adventure design is really two things (like all RPG design) mechanics & story, and an adventure should take both into equal consideration. For example, I designed alot of dungeons/adventures rather haphazardly. I had the story figured out, how the characters got into it (the stick) and what they got out of it (the carrot), and I'd just fill in the middle with whatever seemed appropriate. The players never noticed, but it played havok on my ability to predict how much XP they'd get out the whole affair (useful as I was usually planning one or two adventures ahead) and the proper allotment of treasure. Towards the end of the campaign, I started looking at the mechanics as a goal-oriented process. I'd assign each adventure a "level", reflecting how many levels (or partial levels) the characters should gain by the time they were through. This gave me a much firmer target number of encounters and treasure throughout the course of the adventure, and I could make up a fixed number of encounters to match. It also freed me up from static dungeon maps -- I knew I wanted the PCs to encounter the orcs and the gnolls, but the terrain in between was something I could make up on the fly (with a few guidelines). It's not a process that'd work for everyone, but it simplified my life and actually enhanced the campaign storyline. Cheers Nell. [/QUOTE]
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