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General Tabletop Discussion
*TTRPGs General
What are the important ingredients of a good adventure?
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<blockquote data-quote="Liquidsabre" data-source="post: 1462420" data-attributes="member: 15635"><p>1. <strong>Multiple paths of completion</strong> for the module must exist for the PCs to explore.</p><p></p><p>2. There must be <strong>enough interesting encounters/NPCs</strong> for the PCs to miss a few due to the path they chose and still allow for interesting happenings/interactions.</p><p></p><p>3. <strong>Memorable combat scenes</strong> (i.e. unusual but simple enviornment that adds to excitement of the battle such as a bucking deck of a ship, howling winds and shifting sands, a burning forest, or an underground waterfall that suddenly surges from the stormwaters on the surface, etc.)</p><p></p><p>4. <strong>Every NPC needs to have a small story</strong>, not just a face and some hokey lines, and short personality guide (these need to be no more than 2 sentences).</p><p></p><p>5. <strong>A good unforseen twist</strong> that is exciting and catches the PCs attention. Possibly multiple ones so that the DM may select which twist to include for flexibility, plausibility, and to pick one the PCs didn't see coming (as groups can be quite different in perceptions and thought).</p><p></p><p>And lastly...</p><p></p><p>6. Little <strong>personalizable plot bits </strong> such as: a love interest, a person from a PC's past, a family member (not always in trouble and needs help either), an item that was destined for a PC to find, etc. But there should possibly be multiple of these and the DM should be able to pick and select which ones to include in the module.</p></blockquote><p></p>
[QUOTE="Liquidsabre, post: 1462420, member: 15635"] 1. [B]Multiple paths of completion[/B] for the module must exist for the PCs to explore. 2. There must be [B]enough interesting encounters/NPCs[/B] for the PCs to miss a few due to the path they chose and still allow for interesting happenings/interactions. 3. [B]Memorable combat scenes[/B] (i.e. unusual but simple enviornment that adds to excitement of the battle such as a bucking deck of a ship, howling winds and shifting sands, a burning forest, or an underground waterfall that suddenly surges from the stormwaters on the surface, etc.) 4. [B]Every NPC needs to have a small story[/B], not just a face and some hokey lines, and short personality guide (these need to be no more than 2 sentences). 5. [B]A good unforseen twist[/B] that is exciting and catches the PCs attention. Possibly multiple ones so that the DM may select which twist to include for flexibility, plausibility, and to pick one the PCs didn't see coming (as groups can be quite different in perceptions and thought). And lastly... 6. Little [b]personalizable plot bits [/B] such as: a love interest, a person from a PC's past, a family member (not always in trouble and needs help either), an item that was destined for a PC to find, etc. But there should possibly be multiple of these and the DM should be able to pick and select which ones to include in the module. [/QUOTE]
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What are the important ingredients of a good adventure?
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