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<blockquote data-quote="Flynn" data-source="post: 3650108" data-attributes="member: 1836"><p>I follow one of two different patterns, depending on the scope of what I want to create.</p><p></p><p>For short stuff, I tend to select an odd number (such as 5, 7, or 9) of encounters for the adventure. The last encounter is the Grand Finale. For each of the pairs leading up to the Grand Finale, I choose either Combat followed by RP, or RP followed by Combat. This gives me a simple framework, and roughly splits the emphasis on combat and RP so as to please most of the players that participate in my game. For example, I might have a framework that resembles the following: R, C, C, R, C, R, F. I then choose a theme, a general goal and a bad guy for the adventure. I then work out what each step in the adventure is, usually just a sentence or two for each step. Finally, I create stat blocks and I'm done. Instant adventure, and it appeals to both roleplayers and combat junkies.</p><p></p><p>For longer stuff, I borrow an idea from writing. I choose a theme, a general goal and a bad guy for the larger adventure. Then I break the adventure idea into three sentences: a beginning, a middle and an end. I take each of those sentences, and break them down into three more sentences: a beginning, a middle and an end. This gives me an overview of the mini-campaign. I look to see if any particular area needs more fleshing out. If so, I break that sentence down into three, as above. Finally, when I have a complete outline, I treat each sentence as a small adventure, and use my initial process above for creating it for my game.</p><p></p><p>After a while, you can actually start doing some of this in your head, and just make the notes you need to run a session. Still, it's a good idea to continue the practice as you can, because it gives you notes to look at a year or two down the road when you are building to the climax of the campaign itself.</p><p></p><p>I hope that helps,</p><p>Flynn</p></blockquote><p></p>
[QUOTE="Flynn, post: 3650108, member: 1836"] I follow one of two different patterns, depending on the scope of what I want to create. For short stuff, I tend to select an odd number (such as 5, 7, or 9) of encounters for the adventure. The last encounter is the Grand Finale. For each of the pairs leading up to the Grand Finale, I choose either Combat followed by RP, or RP followed by Combat. This gives me a simple framework, and roughly splits the emphasis on combat and RP so as to please most of the players that participate in my game. For example, I might have a framework that resembles the following: R, C, C, R, C, R, F. I then choose a theme, a general goal and a bad guy for the adventure. I then work out what each step in the adventure is, usually just a sentence or two for each step. Finally, I create stat blocks and I'm done. Instant adventure, and it appeals to both roleplayers and combat junkies. For longer stuff, I borrow an idea from writing. I choose a theme, a general goal and a bad guy for the larger adventure. Then I break the adventure idea into three sentences: a beginning, a middle and an end. I take each of those sentences, and break them down into three more sentences: a beginning, a middle and an end. This gives me an overview of the mini-campaign. I look to see if any particular area needs more fleshing out. If so, I break that sentence down into three, as above. Finally, when I have a complete outline, I treat each sentence as a small adventure, and use my initial process above for creating it for my game. After a while, you can actually start doing some of this in your head, and just make the notes you need to run a session. Still, it's a good idea to continue the practice as you can, because it gives you notes to look at a year or two down the road when you are building to the climax of the campaign itself. I hope that helps, Flynn [/QUOTE]
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