Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
The 15 Minute Dungeon Master?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Saeviomagy" data-source="post: 4216941" data-attributes="member: 5890"><p>Maybe the problem is avoiding cliches? If you wanted to do this style of book, you'd probably be best off picking out effective cliches for plotlines and then adding a menu of twists and changes to them, and also some 'gotchas' that have the potential of spoiling the whole thing.</p><p></p><p>So:</p><p></p><p>Scenario</p><p>The bad guy has something that the players need</p><p></p><p>Questions to be filled in:</p><p>What is the thing that the players need?</p><p>The "thing" could be:</p><p>An actual item</p><p>Some information</p><p>A person (either the villain has kidnapped someone and the players mount a rescue, or vice versa - the players intend to kidnap someone from the villain)</p><p>An important location</p><p></p><p>Why do they need it?</p><p>Motivations for the players include:</p><p>The characters are motivated by greed. The item either has a great monetary worth, or can give some amount of power to it's possessor. This also includes being sent to get the item by a rich or powerful NPC</p><p></p><p>The characters are motivated by desperation. If they do not get the item, the PCs will suffer. Example - the PCs have been infected with a disease and must get the cure, or the PCs are sent on the mission by a powerful and malevolent NPC.</p><p></p><p>The characters are motivated by obligation. They owe someone something and this will free them of the debt.</p><p></p><p>The characters are motivated by compassion. Freeing the kidnap victim, restoring things to their rightful place etc.</p><p></p><p>Why can't they just take it?</p><p>The object is protected by force. It is protected by guards or traps (section XX), or is on the person of the villain, who is dangerous. This will obviously involve the players defeating combat and trap encounters in order to reach their goal.</p><p></p><p>The object is protected by mystery. The players do not know where the object is. Finding the object could involve:</p><p>Solving riddles (Section YY)</p><p>Questioning NPCs (Section ZZ)</p><p></p><p>The object is protected by status. The object is something that would cause trouble for the PCs later if they were to simply take it. Usually this is because the current owner has powerful friends, or is in a position of power.</p><p>Some examples would be:</p><p>Stealing the king's horse</p><p>Stealing trade secrets from a large guild</p><p></p><p>Naturally combinations are possible - you can have a secret, guild-run, heavily guarded vault for example.</p><p></p><p>Twists and turns:</p><p>The target is not what the PCs thought it was: The jewelled orb is actually a dragon egg, the kidnapee is a willing accomplice. The well-fortified tower is actually a focus for holding a dimensional rip closed.</p><p></p><p>The defenses are not what the PCs though they were: The unguarded mansion is actually a heavily guarded secret headquarters to an underground organization, the hidden location is actually on display as a well known and loved relic. The mayor who holds the vital proof is actually an impostor.</p><p></p><p>Gotchas:</p><p>Do the PCs really need the item? If the PCs can think up an alternative, or can simply decide the task is too hard and quit, then all this adventure planning is for naught. Try to make the adventure you've planned the most attractive alternative. Make sure you take the motivations of your characters into account - it's no good sending greedy mercenaries on a mission to save the penniless orphans from evil unless there's something in it for them. Conversely if the only reward is money, then heroes might find their motivation lacking.</p><p></p><p>Can the PCs get the item in some simple matter? Is it possible they can just cast a spell and *poof* the item is in their hand? Does the PCs doing so actually bypass your adventure (for instance - if an item is protected by status, then this isn't actually bypassing the defenses at all)?</p><p></p><p></p><p>Something like that...</p><p></p><p>Then you have some sections on how to create a riddle (not just a list of riddles - but what makes a good riddle, why someone would use a riddle to protect a secret etc), how to create traps, some NPC sketches (start with very broad strokes and then add a handful of specific quirks to make them unique).</p><p></p><p>Finally some guidelines for how to do all this stuff on the fly (ie - sketch it out, flesh out NPCs as the PCs meet them and such)</p><p></p><p>That'd be my take on it anyway.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 4216941, member: 5890"] Maybe the problem is avoiding cliches? If you wanted to do this style of book, you'd probably be best off picking out effective cliches for plotlines and then adding a menu of twists and changes to them, and also some 'gotchas' that have the potential of spoiling the whole thing. So: Scenario The bad guy has something that the players need Questions to be filled in: What is the thing that the players need? The "thing" could be: An actual item Some information A person (either the villain has kidnapped someone and the players mount a rescue, or vice versa - the players intend to kidnap someone from the villain) An important location Why do they need it? Motivations for the players include: The characters are motivated by greed. The item either has a great monetary worth, or can give some amount of power to it's possessor. This also includes being sent to get the item by a rich or powerful NPC The characters are motivated by desperation. If they do not get the item, the PCs will suffer. Example - the PCs have been infected with a disease and must get the cure, or the PCs are sent on the mission by a powerful and malevolent NPC. The characters are motivated by obligation. They owe someone something and this will free them of the debt. The characters are motivated by compassion. Freeing the kidnap victim, restoring things to their rightful place etc. Why can't they just take it? The object is protected by force. It is protected by guards or traps (section XX), or is on the person of the villain, who is dangerous. This will obviously involve the players defeating combat and trap encounters in order to reach their goal. The object is protected by mystery. The players do not know where the object is. Finding the object could involve: Solving riddles (Section YY) Questioning NPCs (Section ZZ) The object is protected by status. The object is something that would cause trouble for the PCs later if they were to simply take it. Usually this is because the current owner has powerful friends, or is in a position of power. Some examples would be: Stealing the king's horse Stealing trade secrets from a large guild Naturally combinations are possible - you can have a secret, guild-run, heavily guarded vault for example. Twists and turns: The target is not what the PCs thought it was: The jewelled orb is actually a dragon egg, the kidnapee is a willing accomplice. The well-fortified tower is actually a focus for holding a dimensional rip closed. The defenses are not what the PCs though they were: The unguarded mansion is actually a heavily guarded secret headquarters to an underground organization, the hidden location is actually on display as a well known and loved relic. The mayor who holds the vital proof is actually an impostor. Gotchas: Do the PCs really need the item? If the PCs can think up an alternative, or can simply decide the task is too hard and quit, then all this adventure planning is for naught. Try to make the adventure you've planned the most attractive alternative. Make sure you take the motivations of your characters into account - it's no good sending greedy mercenaries on a mission to save the penniless orphans from evil unless there's something in it for them. Conversely if the only reward is money, then heroes might find their motivation lacking. Can the PCs get the item in some simple matter? Is it possible they can just cast a spell and *poof* the item is in their hand? Does the PCs doing so actually bypass your adventure (for instance - if an item is protected by status, then this isn't actually bypassing the defenses at all)? Something like that... Then you have some sections on how to create a riddle (not just a list of riddles - but what makes a good riddle, why someone would use a riddle to protect a secret etc), how to create traps, some NPC sketches (start with very broad strokes and then add a handful of specific quirks to make them unique). Finally some guidelines for how to do all this stuff on the fly (ie - sketch it out, flesh out NPCs as the PCs meet them and such) That'd be my take on it anyway. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
The 15 Minute Dungeon Master?
Top