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<blockquote data-quote="Nightcloak" data-source="post: 1952146" data-attributes="member: 23862"><p>The problem with <em>writing adventures </em> based on a defined story is that you are writing adventures based on a <em>defined story</em>. It’s your story and that shuts the PCs out of it. It needs to be their story also. They will enjoy themselves more and frustrate you less.</p><p></p><p>If it’s your desire to have a specific event that culminates the adventure then the best advice I can give is wait until you have played with the group you are in for a while so you get to know the players and how they game. Being able to predict the reactions of your group will go a long way towards helping you plan the adventure. That is the illusion of control I mentioned earlier. Besides, if your story line is that complex then that means you’ve invested a lot of time into it. It will be worth the wait to get it done right instead of having your player’s trash your vision (insert image of B.A. from KotDT banging his head onto the table).</p><p></p><p>You should not plan every encounter so much as plan the actions and personalities of the major NPCs and most importantly the BBEG. Let them react to the actions of the PC’s based on the profiles you gave them. Let your vision help guide the reactions of the NPCs to nudge thing along when possible. Don’t forget that the NPCs are not you and can make mistakes – which is also another way to redirect the PCs with clues. Don't spend months planning every possibility, spend a week creating the framework then plan the encounters between each game session based on what you think the NPCs would do.</p><p></p><p>Finally, nothing beats experience. Keep DMing. Practice will fine tune your style to fit you.</p></blockquote><p></p>
[QUOTE="Nightcloak, post: 1952146, member: 23862"] The problem with [I]writing adventures [/I] based on a defined story is that you are writing adventures based on a [I]defined story[/I]. It’s your story and that shuts the PCs out of it. It needs to be their story also. They will enjoy themselves more and frustrate you less. If it’s your desire to have a specific event that culminates the adventure then the best advice I can give is wait until you have played with the group you are in for a while so you get to know the players and how they game. Being able to predict the reactions of your group will go a long way towards helping you plan the adventure. That is the illusion of control I mentioned earlier. Besides, if your story line is that complex then that means you’ve invested a lot of time into it. It will be worth the wait to get it done right instead of having your player’s trash your vision (insert image of B.A. from KotDT banging his head onto the table). You should not plan every encounter so much as plan the actions and personalities of the major NPCs and most importantly the BBEG. Let them react to the actions of the PC’s based on the profiles you gave them. Let your vision help guide the reactions of the NPCs to nudge thing along when possible. Don’t forget that the NPCs are not you and can make mistakes – which is also another way to redirect the PCs with clues. Don't spend months planning every possibility, spend a week creating the framework then plan the encounters between each game session based on what you think the NPCs would do. Finally, nothing beats experience. Keep DMing. Practice will fine tune your style to fit you. [/QUOTE]
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