Things to remember always
Moderator: Falconer
Things to remember always
When designing an adventure of any kind, what are the tips to remember always?
The only one I can think of is "Use the third dimension"
What are the other "ten commandments" of adventure design?
The only one I can think of is "Use the third dimension"
What are the other "ten commandments" of adventure design?
You're setting up a situation, not telling a story
If it's something an individual GM could reasonably be expected to improvise on the spot, you shouldn't include it
If it's something an individual GM could reasonably be expected to improvise on the spot, you shouldn't include it
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The Heroic Legendarium - my book of 1E-compatible rules expansions and modifications, now available for sale at DriveThruRPG
Ten Commandments of Adventure Design
Someone else could probably formulate this into a more succinctly stated "law", but:
Never railroad the players. Although the adventure should of course have a goal, never force the PCs to progress directly toward that goal against their will. Always allow for sidetreks, red herrings, idling about, and random monster bashing. This makes the milieu seem more "real", in that the PCs will feel that they have the choice to do whatever they wish. Eventually they'll get back on track.
Never railroad the players. Although the adventure should of course have a goal, never force the PCs to progress directly toward that goal against their will. Always allow for sidetreks, red herrings, idling about, and random monster bashing. This makes the milieu seem more "real", in that the PCs will feel that they have the choice to do whatever they wish. Eventually they'll get back on track.
- blackprinceofmuncie
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Always design from the player's perspective. If the players will never see it or know it, it probably doesn't need to be included. The exception to this is DM aids. Anything that will help the DM process information about the adventure quickly or create interesting details that mesh well with the rest of the details in the module is usually useful enough to include.
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jgbrowning
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Remember no matter how much you plan ahead the party will do something you didn't plan for.
I want to hear what you did in the dungeon, not the voting booth. Politics and rules minutia both bore me in my opinion.
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Blogger: https://thestonegiantscave.blogspot.com/
Deviant Art: https://www.deviantart.com/stonegiant81
Facebook: https://www.facebook.com/Thestonegiantscave
Also you can email me at: stonegiant81@gmail.com
Q: "You're setting up a situation, not telling a story" Amen.
Also, don't get hung up on "logic" or explaining things. Don't worry about realistic (where's the bathroom) or where do these monsters sleep drink or eat, etc. Its a fantasy game based in a fantasy world, if it were totally logical it wouldn't be fun. Mixing the proper amount and knowing when to throw it in is the mark of a good DM.
Also, don't get hung up on "logic" or explaining things. Don't worry about realistic (where's the bathroom) or where do these monsters sleep drink or eat, etc. Its a fantasy game based in a fantasy world, if it were totally logical it wouldn't be fun. Mixing the proper amount and knowing when to throw it in is the mark of a good DM.
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Thomas Jefferson in letter to Madison
Back in the days when a leopard could grab and break your Australopithecus (gracile or robust) nek and drag you into the tree as a snack, mankind has never had a break"
** Stone Giant
Thomas Jefferson in letter to Madison
Back in the days when a leopard could grab and break your Australopithecus (gracile or robust) nek and drag you into the tree as a snack, mankind has never had a break"
** Stone Giant
"even when you win the rat race you're still a rat" - Joan Collins
"I prefer dangerous freedom over peaceful slavery."
Thomas Jefferson in letter to Madison
Back in the days when a leopard could grab and break your Australopithecus (gracile or robust) nek and drag you into the tree as a snack, mankind has never had a break"
** Stone Giant
Thomas Jefferson in letter to Madison
Back in the days when a leopard could grab and break your Australopithecus (gracile or robust) nek and drag you into the tree as a snack, mankind has never had a break"
** Stone Giant
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