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<blockquote data-quote="MerricB" data-source="post: 4492570" data-attributes="member: 3586"><p>During the early part of the <em>Shackled City</em> adventure path, tension is high. The rains have come, and the city is in real danger of being flooded. The party has to travel to a dungeon and recover the items that will save the city...</p><p></p><p>...only the dungeon is huge. 56 areas, of which 20+ must have dangerous encounters in them. The party is forced to rest (and again) after inflicting serious damage, and the DM starts wondering why on Oerth the rest of the cult doesn't just flee...</p><p></p><p>That's the example that comes most readily to my mind when I think about a good adventure that has its flow broken by elements that weren't properly thought through: in this case, the size of the dungeon. One of the true curses of the professional adventure writer is that you do need to put some heft into the adventures you write, so that the customers get value for money, but there are times when it is detrimental to the end product. <em>Especially</em> in an Adventure Path where there's a necessity to give out a certain amount of XP by its end.</p><p></p><p>One of the other aspects of that situation that is very tricky to write for is the idea of a dynamic dungeon. If the party rests is there any reason the cult doesn't just run for it?</p><p></p><p>Can you think of other adventures which have been derailed by inappropriate elements or things that just didn't quite make sense when you came to run them?</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 4492570, member: 3586"] During the early part of the [i]Shackled City[/i] adventure path, tension is high. The rains have come, and the city is in real danger of being flooded. The party has to travel to a dungeon and recover the items that will save the city... ...only the dungeon is huge. 56 areas, of which 20+ must have dangerous encounters in them. The party is forced to rest (and again) after inflicting serious damage, and the DM starts wondering why on Oerth the rest of the cult doesn't just flee... That's the example that comes most readily to my mind when I think about a good adventure that has its flow broken by elements that weren't properly thought through: in this case, the size of the dungeon. One of the true curses of the professional adventure writer is that you do need to put some heft into the adventures you write, so that the customers get value for money, but there are times when it is detrimental to the end product. [i]Especially[/i] in an Adventure Path where there's a necessity to give out a certain amount of XP by its end. One of the other aspects of that situation that is very tricky to write for is the idea of a dynamic dungeon. If the party rests is there any reason the cult doesn't just run for it? Can you think of other adventures which have been derailed by inappropriate elements or things that just didn't quite make sense when you came to run them? Cheers! [/QUOTE]
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