Parmandur
Book-Friend, he/him
Maybe the real Adventure was the friends we made along the way, after allYou know what makes a good adventure?
Good players.
Maybe the real Adventure was the friends we made along the way, after allYou know what makes a good adventure?
Good players.
What's the difference between this and several adventures that happen to have a few characters and/or locations in common?A good adventure is one that you can run several times and never have it play anywhere close to the same way twice. Non-sequentiality, loops, different possible enemy moves, mazes and confusion - all of these elements and more can help meet this goal. Jacquays it to hell, in other words.
Oh, and the adventure has to have enough rooms/encouters/etc. to make the non-sequentiality and loops etc. matter. A ten-room dungeon simply can't be big enough to fulfill this function.
I don't quite see how these elements fall into place. They describe how I write sessions (not adventures) as a GM, but they're too nebulous to make an adventure - especially for a novice GM. Without "story baggage," there's not a lot of detail to add to the encounters. Encounters just become Place Where Ogres Are Standing, The Tricky Door Built by a Nameless Gnome, and the Forest. If one then gives me an "3. adventure idea," for example, "the PCs might navigate the forest in order to find the Tricky Door which, if undefeated, reveals the Place Where Ogres Are Standing off to the left," my response is, "you didn't put a lot of thought into this, did you?"I want:
- A general area described. Depending on the scope it could be a region, a town, or castle. Not in great detail, but with general locations, adventure hooks and ideas. Major NPCs, factions, and forces at work described, but not detail. Not much story baggage.
- Discrete detailed encounters. These should include expected level ranges (and suggestions on how to revise the level / challenge), scenarios packed with interesting and engaging information, and options for combat and/or social and/or exploration as needed.
- Adventure ideas. A series of suggestions and ideas how these different encounters might link up. Suggestions on how an different resolutions of different encounters might affect other encounters.
Yup. Let's see if Lanefan agrees.I could see, depending on scale, that these could even be broken out into several books / pamphlets. Either initially or through expansions.
I want a multi-path, nitty-gritty-detailed railroad. But none of this wall-of-text garbage. I want it cross-referenced with an easy visual layout - a picture is worth a thousand words. Or: hyperlinked with ToolTips/EncounterTips. Otherwise I'll write something myself.What do think makes a good adventure. What do you want?
Scale.What's the difference between this and several adventures that happen to have a few characters and/or locations in common?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.