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What Would Get You to Subscribe to Dungeon?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4512052" data-attributes="member: 710"><p>Well, I will subscribe to DDI for the Dragon content alone, but what would make me appreciate Dungeon more: </p><p></p><p>o Good content. I haven't looked much into the existing adventures, because I don't know if I will run them or participate as a player in them. But what I'd like to see</p><p>- Interesting story. I want more then a series of encounters. NPC motivation should be fleshed out well, locations should be interesting (or at least iconic). I'd like a certain dynamic - suggestions how the NPCs react to the player mucking up their goals, and enough understanding of the NPCs goal and psychology to understand how they act if the PCs go "off-track" (allying with the supposed enemy and stuff like that.)</p><p>- Theme should fit the tiers. Don't try to rehash heroic tier "plots". A Paragon adventure should be different from an epic adventure. I think it's even a duty of WotC to do this well - we need a precedent!</p><p>- Keep the entire range of levels covered. </p><p>- Creative use of existing rules. Skill Challenges, Monsters Design, Diseases, Traps and more. Show us how we can abuse the system to do something that seemed hard to do - or is plain cool.</p><p>- Considering story again: Don't hesitate to implement the standard example plots like "Rescue the Princess" - I don't remember ever having played such an adventure! If they seem to simple or predictable, make them part of a bigger adventure - or twist them somewhere. </p><p></p><p>o Better adventure format. Use the one from the print modules, not the one with the encounters in the back. I hate that.</p><p></p><p>o Pages designed as handout - on their own page, unkeyed maps, whatever.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4512052, member: 710"] Well, I will subscribe to DDI for the Dragon content alone, but what would make me appreciate Dungeon more: o Good content. I haven't looked much into the existing adventures, because I don't know if I will run them or participate as a player in them. But what I'd like to see - Interesting story. I want more then a series of encounters. NPC motivation should be fleshed out well, locations should be interesting (or at least iconic). I'd like a certain dynamic - suggestions how the NPCs react to the player mucking up their goals, and enough understanding of the NPCs goal and psychology to understand how they act if the PCs go "off-track" (allying with the supposed enemy and stuff like that.) - Theme should fit the tiers. Don't try to rehash heroic tier "plots". A Paragon adventure should be different from an epic adventure. I think it's even a duty of WotC to do this well - we need a precedent! - Keep the entire range of levels covered. - Creative use of existing rules. Skill Challenges, Monsters Design, Diseases, Traps and more. Show us how we can abuse the system to do something that seemed hard to do - or is plain cool. - Considering story again: Don't hesitate to implement the standard example plots like "Rescue the Princess" - I don't remember ever having played such an adventure! If they seem to simple or predictable, make them part of a bigger adventure - or twist them somewhere. o Better adventure format. Use the one from the print modules, not the one with the encounters in the back. I hate that. o Pages designed as handout - on their own page, unkeyed maps, whatever. [/QUOTE]
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