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General Tabletop Discussion
*Dungeons & Dragons
What makes a good Adventure
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<blockquote data-quote="Whizbang Dustyboots" data-source="post: 9373096" data-attributes="member: 11760"><p>Generally, with all pre-made material, I need it to be something that would have taken me too long to do myself while also being useful (filling your book with pointless details that will never impact the table is not helpful). Ideally, it also needs to be something I wouldn't have come up with myself. (I passed on the Tyranny of Dragons adventures, in part, because I had literally just finished a years-long campaign arc with an almost identical plot, by pure coincidence -- I started during the 3E era, so unless Wolfgang Bauer was spying on me, it's just parallel evolution.)</p><p></p><p>Specifically for adventures, I want a set-up that is compelling to a wide variety of players. I want it to be robust enough that when the players want to run off at a 45 degree angle to what the author has intended, I have enough material to be able to easily adapt on the fly. (That's why I have been putting in random name generators in the adventures I've been writing for the public, for instance.) I want a reason for adventure that would make a typical player care, ideally with a ticking clock attached that makes them even more likely to engage as time goes on.</p><p></p><p>I don't need new stuff -- and too many adventures lean on novelty instead of just using existing monsters, treasures, etc. well -- but it's always fun to get at least one or two cool new toys. Your big bad should probably be at least lightly bespoke -- sure, I have a lich in the core rulebook, but this lich has ruled over an ice fortress in the high mountains for two centuries, surrounded by a glacier; surely he should have some tweaks to reflect that environment.</p></blockquote><p></p>
[QUOTE="Whizbang Dustyboots, post: 9373096, member: 11760"] Generally, with all pre-made material, I need it to be something that would have taken me too long to do myself while also being useful (filling your book with pointless details that will never impact the table is not helpful). Ideally, it also needs to be something I wouldn't have come up with myself. (I passed on the Tyranny of Dragons adventures, in part, because I had literally just finished a years-long campaign arc with an almost identical plot, by pure coincidence -- I started during the 3E era, so unless Wolfgang Bauer was spying on me, it's just parallel evolution.) Specifically for adventures, I want a set-up that is compelling to a wide variety of players. I want it to be robust enough that when the players want to run off at a 45 degree angle to what the author has intended, I have enough material to be able to easily adapt on the fly. (That's why I have been putting in random name generators in the adventures I've been writing for the public, for instance.) I want a reason for adventure that would make a typical player care, ideally with a ticking clock attached that makes them even more likely to engage as time goes on. I don't need new stuff -- and too many adventures lean on novelty instead of just using existing monsters, treasures, etc. well -- but it's always fun to get at least one or two cool new toys. Your big bad should probably be at least lightly bespoke -- sure, I have a lich in the core rulebook, but this lich has ruled over an ice fortress in the high mountains for two centuries, surrounded by a glacier; surely he should have some tweaks to reflect that environment. [/QUOTE]
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