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Things to remember always

Posted: Thu Oct 11, 2007 4:40 pm
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?

Posted: Thu Oct 11, 2007 4:47 pm
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

Ten Commandments of Adventure Design

Posted: Thu Oct 11, 2007 4:48 pm
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.

Posted: Thu Oct 11, 2007 5:04 pm
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.

Posted: Thu Oct 11, 2007 6:40 pm
by jgbrowning
"No battle plan survives contact with the enemy."
-Helmuth von Moltke the Elder

joe b.

Posted: Thu Oct 11, 2007 9:02 pm
by Stonegiant
Remember no matter how much you plan ahead the party will do something you didn't plan for.

Posted: Thu Oct 11, 2007 9:33 pm
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.

Posted: Thu Oct 11, 2007 10:22 pm
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.

Posted: Thu Oct 11, 2007 10:34 pm
by AxeMental
"even when you win the rat race you're still a rat" - Joan Collins

Posted: Thu Oct 11, 2007 11:03 pm
by Algolei
Put in breakable stuff.

Posted: Thu Oct 11, 2007 11:29 pm
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.

Posted: Mon Oct 15, 2007 5:31 am
by Algolei
Weird (but valuable) treasure is memorable.

Posted: Mon Oct 15, 2007 8:25 am
by JamesEightBitStar
I can't believe nobody mentioned the ultimate Thing to Remember Always:

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The Alamo.

Posted: Mon Oct 15, 2007 3:00 pm
by Gentlegamer
For dungeons:

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

Posted: Mon Oct 15, 2007 3:02 pm
by jgbrowning
Put things in the adventure that reward cleverness.

joe b.