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*Dungeons & Dragons
What makes a good Adventure
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<blockquote data-quote="EzekielRaiden" data-source="post: 9373198" data-attributes="member: 6790260"><p>For me, a good adventure must have:</p><p></p><p>1. Enough flexibility to respond to changing player ideas. It's fine to expect a certain amount of buy-in (e.g., the players aren't going to <em>join forces</em> with the wicked necromancer, the players <em>will</em> try to save the beautiful dragon from the rapacious princess, etc.), but embracing both clever and boneheaded maneuvers by the players is essential.</p><p>2. <em>Enough</em> lore and depth that folks who like that stuff (hello! hi!) can sink their teeth into it, but not so much that folks who aren't into it <em>have</em> to wade through it to get what they need.</p><p>3. Good combats! Having two or three really memorable, exciting combats in an adventure is a great way to leave a lasting positive impression.</p><p>4. Care when writing NPCs, whether friendly or unfriendly. Villains can be dag-nasty-bad or complex multifaceted sob stories, but they need to pull it off. It's quite possible to write a great "pure evil" villain, and quite possible to write a terribad "deep" villain. Allies need to be likable to some extent, otherwise they're grating bores or (worse) twee, cutesy burdens.</p><p>5. Lastly, but still pretty high up there, a good hook or premise. Doesn't have to be world-shaking, but it needs to be enough to intrigue, something that naturally draws the eye or the ear.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9373198, member: 6790260"] For me, a good adventure must have: 1. Enough flexibility to respond to changing player ideas. It's fine to expect a certain amount of buy-in (e.g., the players aren't going to [I]join forces[/I] with the wicked necromancer, the players [I]will[/I] try to save the beautiful dragon from the rapacious princess, etc.), but embracing both clever and boneheaded maneuvers by the players is essential. 2. [I]Enough[/I] lore and depth that folks who like that stuff (hello! hi!) can sink their teeth into it, but not so much that folks who aren't into it [I]have[/I] to wade through it to get what they need. 3. Good combats! Having two or three really memorable, exciting combats in an adventure is a great way to leave a lasting positive impression. 4. Care when writing NPCs, whether friendly or unfriendly. Villains can be dag-nasty-bad or complex multifaceted sob stories, but they need to pull it off. It's quite possible to write a great "pure evil" villain, and quite possible to write a terribad "deep" villain. Allies need to be likable to some extent, otherwise they're grating bores or (worse) twee, cutesy burdens. 5. Lastly, but still pretty high up there, a good hook or premise. Doesn't have to be world-shaking, but it needs to be enough to intrigue, something that naturally draws the eye or the ear. [/QUOTE]
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What makes a good Adventure
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