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General Tabletop Discussion
*Dungeons & Dragons
The challenges of high level adventure design.
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<blockquote data-quote="Flamestrike" data-source="post: 8930364" data-attributes="member: 6788736"><p>Nah just on my PC.</p><p></p><p>I follow a pattern with my adventures. Conceptualise them, tie them together thematicaly, usually whack a doom clock on them, then pick a series of challenges within the XP budget. then flesh out the individual encounters (having regards to the capabilities of my players and their PCs).</p><p></p><p>I like working canon or lore from the games into them as well. Little nods to 1E or a reference to the Troubles in FR and similar stuff. I kind of want my players walking away with a bit more knowledge of the meta and lore of the game (and not just dealing with encounters).</p><p></p><p>Been at it since 1E so can usually whack them together in a few hours.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 8930364, member: 6788736"] Nah just on my PC. I follow a pattern with my adventures. Conceptualise them, tie them together thematicaly, usually whack a doom clock on them, then pick a series of challenges within the XP budget. then flesh out the individual encounters (having regards to the capabilities of my players and their PCs). I like working canon or lore from the games into them as well. Little nods to 1E or a reference to the Troubles in FR and similar stuff. I kind of want my players walking away with a bit more knowledge of the meta and lore of the game (and not just dealing with encounters). Been at it since 1E so can usually whack them together in a few hours. [/QUOTE]
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