Things to remember always

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Mythmere
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Things to remember always

Post by Mythmere »

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?

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T. Foster
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Post by T. Foster »

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
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Nerelas
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Ten Commandments of Adventure Design

Post by Nerelas »

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.

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blackprinceofmuncie
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Post by blackprinceofmuncie »

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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Post by jgbrowning »

"No battle plan survives contact with the enemy."
-Helmuth von Moltke the Elder

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Post by Stonegiant »

Remember no matter how much you plan ahead the party will do something you didn't plan for.
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Post by AxeMental »

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.
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Post by TRP »

A. Create the adventure that you wish you could run through.

B. You can't be too devious.

C. (extension of B) Create at least one thing that you yourself have no idea how to overcome.

D. Don't forget your sense of humor.
"The cave you fear to enter holds the treasure you seek." - Joseph Campbell

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Post by AxeMental »

"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

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Algolei
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Post by Algolei »

Put in breakable stuff.

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blackprinceofmuncie
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Post by blackprinceofmuncie »

In most cases, players derive satisfaction from breaking things, killing creatures and taking their stuff, preferably in the most dramatic fashion possible. Design an adventure that allows them to do this and they will be happy and entertained.

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Algolei
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Post by Algolei »

Weird (but valuable) treasure is memorable.

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Post by JamesEightBitStar »

I can't believe nobody mentioned the ultimate Thing to Remember Always:

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The Alamo.

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Gentlegamer
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Post by Gentlegamer »

For dungeons:

Always include secrets to be found (passages, treasures, sub-levels, etc.).

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Post by jgbrowning »

Put things in the adventure that reward cleverness.

joe b.

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