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General Tabletop Discussion
*Dungeons & Dragons
What do you want in a published adventure? / Adventure design best practices?
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<blockquote data-quote="Yavathol" data-source="post: 7158398" data-attributes="member: 33284"><p>Given the mixed opinions on boxed text, I'd like to see Wizards supplying boxed text as a web supplement, so those GMs that find it useful can have it. I realise that smaller publishers might not be able to manage that.</p><p></p><p>It is a common piece of advice that there should be secrets, but quite often I find there is background material taking up space which is just for the GM, with no way for the players to ever find out. One solution for this which I came across for the Warhammer adventure "Eye for an Eye" (not sure of the original source- Gumshoe?) is to supply Clue cards which can be handed out at appropriate times. This has the benefit of saving the players from writing notes, which can lead to errors. They also specifically say clue 2 of 5, so the players know if there is still information they are missing.</p><p></p><p>Finally, I would like to see some adventures which specifically call out, if you have a pc with background X, then it's feature can tie into the adventure like this, etc..</p></blockquote><p></p>
[QUOTE="Yavathol, post: 7158398, member: 33284"] Given the mixed opinions on boxed text, I'd like to see Wizards supplying boxed text as a web supplement, so those GMs that find it useful can have it. I realise that smaller publishers might not be able to manage that. It is a common piece of advice that there should be secrets, but quite often I find there is background material taking up space which is just for the GM, with no way for the players to ever find out. One solution for this which I came across for the Warhammer adventure "Eye for an Eye" (not sure of the original source- Gumshoe?) is to supply Clue cards which can be handed out at appropriate times. This has the benefit of saving the players from writing notes, which can lead to errors. They also specifically say clue 2 of 5, so the players know if there is still information they are missing. Finally, I would like to see some adventures which specifically call out, if you have a pc with background X, then it's feature can tie into the adventure like this, etc.. [/QUOTE]
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General Tabletop Discussion
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What do you want in a published adventure? / Adventure design best practices?
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