TerraDave
5ever, or until 2024
From his blog
I couldn't agree more on his thinking on adventure design (get to work you carpenters). But who is Greg Vaughan?
His post also has some thinking on the Pats that I agree with, and some WoW stuff others might be interested in.
WotC_Dave said:D&D Adventures: You know who rocks? Greg Vaughan, that’s who.
One of my tasks for the morning is looking through his (big) contribution to a forthcoming adventure. At first glance, it looks terrific. And it’s no mean feat to write an adventure for a game system that doesn’t fully exist yet.
Overall, that sort of simultaneous design is a good thing. You learn things when you’re writing an adventure that inform the system design, and you learn things when you’re doing system design that you can apply in adventures. The trick is making sure everything is up-to-date and that changes one place are reflected elsewhere. So that’s what I’m up to today.
SNIP
More on Adventures: Here’s a little rant I wrote back in July about adventures. As with most good rants, it’s without nuance. It’s more about staking out territory in an argument than arriving at capital-T Truth. But I thought you’d get a kick out of it.
A D&D adventure is like a play. And you’re writing the adventure.
But you aren’t the playwright. That’s the DM. He’s better at it than you are, because you aren’t in his basement.
The director? Nope. The DM is that guy, too. Again, he’s better at it than you are, because he’s actually met his actors.
You know who you are? You’re a seamstress. You’re a set carpenter. And you’re a really good one. The director and the playwright are no damn good at set design. The dudes can’t even pound nails.
In fact, you have to be so good at sewing and carpentry that you’ve got the costumes and the sets ready to go before the acting company even needs them.
So let the playwrights write, let the directors direct, and let the actors act. Give them the costumes, sets, and props—the stuff they can’t do for themselves without bashing their thumbs—and they’ll put on a hell of a show.
The caveat: If you make adventures this way, be prepared to ignore all reviews—good and bad—that appear in the first month after release. Even with your deathless prose, your adventure is going to suffer on a readthrough compared to a tightly plotted adventure with activist, foreground NPCs. But you know what? Your adventure will play better. Accept the “reads bad, plays good” badge with pride.
Here are some things that you can do along the way that’ll help those dudes in the basement.
• Cool maps of cool places. Maps are something that takes time, talent, and tech to pull off, and we’re going to be better at it than the DMs out there are.
• Meepo. This little kobold from Sunless Citadel is probably the most memorable element from the entire Adventure Path. Why? He’s a lousy bad guy, doesn’t take part in a meaningful fight, and isn’t impressive in any sense of the word. But he’s interesting in a plot-ambivalent way, so DMs can put him to work for them—or not, as they choose. The more Meepos (interesting stuff that’s flexibly expandible, but untethered to big plot elements) you can seed throughout your adventures, the better.
• Figure out the environmental dynamics for the DM ahead of time. If the goblins sound the horn and alert the dungeon, then set up and clearly explain who runs where. If the caves are filling with water as the tide comes in, then give the guy a nice schedule of when each chamber submerges.
• Open the throttle a little and let players overachieve. Quit being such a *** miser with treasure, for starters. Put some extra loot behind a particularly scary monster, then defy the players to come get it
I couldn't agree more on his thinking on adventure design (get to work you carpenters). But who is Greg Vaughan?
His post also has some thinking on the Pats that I agree with, and some WoW stuff others might be interested in.