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The 15 Minute Dungeon Master?
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<blockquote data-quote="rob626" data-source="post: 4218376" data-attributes="member: 58916"><p><strong>favorite tool</strong></p><p></p><p>My absolute favorite tool for coming up with adventures:</p><p></p><p>The Adventure Deck from 2nd ed. For those unfamiliar, it was a card deck with some places, items, and scenes. The way I used it was to shuffle then deal out like 5 or so cards and try to string them together like a madlib and then figure out the logic of how they worked together, trying to keep them in the order they were dealt. This made the story a little more bizarre/unique.</p><p></p><p>For example: tavern, orc, longsword, lost prince, and army might be the major themes of the cards dealt (there was always more text on the cards, but if you boiled it down to the major theme of each card the possibilities grew exponentially)</p><p></p><p>With those cards I might come up with: An orc walks into a tavern with a magical longsword and kneels before a human tavern patron, declaring him the long lost prince of the tribe. The orc then tries to convince the prince to come back to his homeland and lead an army to reclaim their rightful place blah blah blah.</p><p></p><p>OR: A fire starts in a tavern and an orc is spotted running away carrying a longsword. The party is approached by a mysterious stranger to track down the orc. The sword is the key to a magic ritual to restore a petrified prince to life. The orc is fleeing through an area being contested by two (or more) warring factions. </p><p></p><p>Complications, twists, and plot grow out from there. Ask a couple of questions and the adventure is done: What motivated the orc? What is special about the tavern? Who is the prince? Who are the armies loyal to currently? </p><p></p><p>The adventures basically write themselves.</p><p></p><p><Edit: Satori, you knave! You beat me to it! All hail the MadLib Adventure/Campaign Design!></p></blockquote><p></p>
[QUOTE="rob626, post: 4218376, member: 58916"] [b]favorite tool[/b] My absolute favorite tool for coming up with adventures: The Adventure Deck from 2nd ed. For those unfamiliar, it was a card deck with some places, items, and scenes. The way I used it was to shuffle then deal out like 5 or so cards and try to string them together like a madlib and then figure out the logic of how they worked together, trying to keep them in the order they were dealt. This made the story a little more bizarre/unique. For example: tavern, orc, longsword, lost prince, and army might be the major themes of the cards dealt (there was always more text on the cards, but if you boiled it down to the major theme of each card the possibilities grew exponentially) With those cards I might come up with: An orc walks into a tavern with a magical longsword and kneels before a human tavern patron, declaring him the long lost prince of the tribe. The orc then tries to convince the prince to come back to his homeland and lead an army to reclaim their rightful place blah blah blah. OR: A fire starts in a tavern and an orc is spotted running away carrying a longsword. The party is approached by a mysterious stranger to track down the orc. The sword is the key to a magic ritual to restore a petrified prince to life. The orc is fleeing through an area being contested by two (or more) warring factions. Complications, twists, and plot grow out from there. Ask a couple of questions and the adventure is done: What motivated the orc? What is special about the tavern? Who is the prince? Who are the armies loyal to currently? The adventures basically write themselves. <Edit: Satori, you knave! You beat me to it! All hail the MadLib Adventure/Campaign Design!> [/QUOTE]
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