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General Tabletop Discussion
*TTRPGs General
Setting Design vs Adventure Prep
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<blockquote data-quote="Reynard" data-source="post: 3436190" data-attributes="member: 467"><p>This whole adventure prep versus setting design thing came into focus at the end of last night's game. The party had to escape the fortress of a powerful dragon, and had the opportunity to use a teleport cicle located in the former quarters of an evil wizard "diplomat". After a couple hard won battles, a thorough search and coming face to face with the demonic servant of said "diplomat", the party was able to activate the teleport circle and escape to the ruins of the (long dead) wizard's tower. All that stuff was created via "adventure design", and it worked out all right.</p><p></p><p>However, I know in my head the general location of the wizard's ruined tower and the region it is in and that region's powers. I also have a rough idea of who the wizard was. But I didn't have time to sit down and write up the wizard's background and/or the current situation in the party's new adventure locale. This had 2 negative effects: first, we had to cut a little early since I didn't know enough about the region to "just wing it" when the party left the ruins and start wandering around, and second I wasn't able to drop names and leave clues regarding the wizard's identity and position, information that would have been much more effectively provided before the players leaped headlong through the 'port.</p><p></p><p>*That* is why I say both adventure design and setting design are integrated and provide for better gaming when they are done simultaneously, in and out of play.</p></blockquote><p></p>
[QUOTE="Reynard, post: 3436190, member: 467"] This whole adventure prep versus setting design thing came into focus at the end of last night's game. The party had to escape the fortress of a powerful dragon, and had the opportunity to use a teleport cicle located in the former quarters of an evil wizard "diplomat". After a couple hard won battles, a thorough search and coming face to face with the demonic servant of said "diplomat", the party was able to activate the teleport circle and escape to the ruins of the (long dead) wizard's tower. All that stuff was created via "adventure design", and it worked out all right. However, I know in my head the general location of the wizard's ruined tower and the region it is in and that region's powers. I also have a rough idea of who the wizard was. But I didn't have time to sit down and write up the wizard's background and/or the current situation in the party's new adventure locale. This had 2 negative effects: first, we had to cut a little early since I didn't know enough about the region to "just wing it" when the party left the ruins and start wandering around, and second I wasn't able to drop names and leave clues regarding the wizard's identity and position, information that would have been much more effectively provided before the players leaped headlong through the 'port. *That* is why I say both adventure design and setting design are integrated and provide for better gaming when they are done simultaneously, in and out of play. [/QUOTE]
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