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The DMG: A CRITICAL HIT at 93.5%!
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<blockquote data-quote="mouselim" data-source="post: 7655472" data-attributes="member: 6687986"><p>Ok, since you mentioned the adventure creation section. That's chapter 3. There are 17 pages interspaced with pictures and tables. Without referring to the book, what will you consider elements to a great adventure? Suspense? Twists? Surprises? Ups and Downs? Sacrifices? Mystery?</p><p></p><p>Moving on - how will you structure an adventure? A hook to begin? The gist of the adventure and how to end it?</p><p></p><p>Ok, what kind of adventures will you do? dungeon? wilderness? urban? mix? sandbox? theme? Will you have an arch villain? What is the plot? What is the villain's goals? Level? Adventure paths?</p><p></p><p>Is there a trigger? The solar eclipse? The digging of a old ruin? Will there be implications? Moral decisions?</p><p></p><p>As an experience DM, when you create adventures in the past, did these thoughts cross your mind? Did you get inspirations from Lord of the Rings, Hercules, Dragonlance, Book of the Fallen: Malazan Empire, David Eddings or from Godfather, Sixth Sense, etc?</p><p></p><p>If your answer is yes, then you'll realise that chapter 3 in the DMG covers it too. Designer thoughts? Nothing specific maybe only a snippet of example to FR. Anything revolutionary? Nope.</p><p></p><p>What is covered in chapter 3 is nothing new to you as an experienced DM. Now what if this is presented to an inexperienced DM who wants to create an adventure? Right, once upon a time, you and I are also inexperienced DM. Let's take a time machine back through time and then look through the eyes of a pimpled kid (and not an old man as I am) and see if this material is helpful. Thinking...thinking...sorry, but no. I would have thought of it too (and I did).</p><p></p><p>Although there is one good redeeming factor of this chapter, it structures all these though processes quite well. That's why I remembered I gave it a 2.5/5.</p></blockquote><p></p>
[QUOTE="mouselim, post: 7655472, member: 6687986"] Ok, since you mentioned the adventure creation section. That's chapter 3. There are 17 pages interspaced with pictures and tables. Without referring to the book, what will you consider elements to a great adventure? Suspense? Twists? Surprises? Ups and Downs? Sacrifices? Mystery? Moving on - how will you structure an adventure? A hook to begin? The gist of the adventure and how to end it? Ok, what kind of adventures will you do? dungeon? wilderness? urban? mix? sandbox? theme? Will you have an arch villain? What is the plot? What is the villain's goals? Level? Adventure paths? Is there a trigger? The solar eclipse? The digging of a old ruin? Will there be implications? Moral decisions? As an experience DM, when you create adventures in the past, did these thoughts cross your mind? Did you get inspirations from Lord of the Rings, Hercules, Dragonlance, Book of the Fallen: Malazan Empire, David Eddings or from Godfather, Sixth Sense, etc? If your answer is yes, then you'll realise that chapter 3 in the DMG covers it too. Designer thoughts? Nothing specific maybe only a snippet of example to FR. Anything revolutionary? Nope. What is covered in chapter 3 is nothing new to you as an experienced DM. Now what if this is presented to an inexperienced DM who wants to create an adventure? Right, once upon a time, you and I are also inexperienced DM. Let's take a time machine back through time and then look through the eyes of a pimpled kid (and not an old man as I am) and see if this material is helpful. Thinking...thinking...sorry, but no. I would have thought of it too (and I did). Although there is one good redeeming factor of this chapter, it structures all these though processes quite well. That's why I remembered I gave it a 2.5/5. [/QUOTE]
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