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What does well designed mean?
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<blockquote data-quote="MerricB" data-source="post: 3686056" data-attributes="member: 3586"><p>Hmm. I'm going to agree with the first three, and say the last two depend very much on the adventure and personal preferences.</p><p></p><p>I was recently running the third adventure in the <em>Shackled City</em> AP - Flood Season. It has a great set-up, and a few good initial encounters, and then runs into one of the pitfalls of design.</p><p></p><p>[sblock]</p><p>The PCs must recover 8 wands from an underground complex with several cultists. The complex is quite large, and the wands are scattered around it. To make things tenser, the PCs are on a time limit.</p><p>[/sblock]</p><p></p><p>The problem? The dungeon is too large. There is no way your average party can go in and out in one shot. Thus, the inhabitants of the dungeon (who are intelligent) should have time to prepare for the second attack... and, let's face it, they should flee. Why do they stay in the same area when they know their secret lair has been found? There are no notes (IIRC) detailing what the inhabitants will do once they know the place is under attack.</p><p></p><p>It's a problem that you've got to look out for in adventure designs: padding. I don't mind larger dungeons, but they've got to fit within the structure of the adventure.</p><p></p><p>I've just had a lot of fun with <em>The Sea Wyvern's Wake</em> because the adventure has a structure that allows me to play with things a lot. My players really, really enjoyed the last session (which was very role-playing heavy) because the adventure sets up a lot of hooks and details for gaming without dictating that the DM must use all of it.</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 3686056, member: 3586"] Hmm. I'm going to agree with the first three, and say the last two depend very much on the adventure and personal preferences. I was recently running the third adventure in the [i]Shackled City[/i] AP - Flood Season. It has a great set-up, and a few good initial encounters, and then runs into one of the pitfalls of design. [sblock] The PCs must recover 8 wands from an underground complex with several cultists. The complex is quite large, and the wands are scattered around it. To make things tenser, the PCs are on a time limit. [/sblock] The problem? The dungeon is too large. There is no way your average party can go in and out in one shot. Thus, the inhabitants of the dungeon (who are intelligent) should have time to prepare for the second attack... and, let's face it, they should flee. Why do they stay in the same area when they know their secret lair has been found? There are no notes (IIRC) detailing what the inhabitants will do once they know the place is under attack. It's a problem that you've got to look out for in adventure designs: padding. I don't mind larger dungeons, but they've got to fit within the structure of the adventure. I've just had a lot of fun with [i]The Sea Wyvern's Wake[/i] because the adventure has a structure that allows me to play with things a lot. My players really, really enjoyed the last session (which was very role-playing heavy) because the adventure sets up a lot of hooks and details for gaming without dictating that the DM must use all of it. Cheers! [/QUOTE]
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