RPGnet
Reviews | Game Index | Forums | Press | Wiki | Columns | Store
 
  #1  
Old 11-21-2008, 05:31 AM
JimLotFP's Avatar
JimLotFP JimLotFP is offline
The Keeper of Metal
 
Join Date: May 2004
Location: Helsinki, Finland
Posts: 1,058
Guide to Adventure Writing

Here are some finished passages from a larger writing project that I'm abandoning. I posted this on my blog last week, but I thought it would be interesting to post here as well. Here's hoping that someone might get a good idea or two and have it add some tension, terror, and/or excitement to their game...

Be aware that I play pre-1985 D&D (and variants) so that probably greatly informs my perspective.

Success and Failure

The most important thing to remember when constructing an adventure is to not assume that the PCs will succeed at any point during the adventure.

As a referee, your job is to be completely impartial during game play. You have absolute power at the game table and can bequeath success or mandate failure at any time. Doing either of those things ruins the game, as both give no incentive to play well.

Do not fudge the dice. Ever. Luck is a part of the game, and the dice are there for a reason. Resist the temptation of sparing characters that fail or even die due to “bad luck” or a “stupid die roll.”

Would it be acceptable to tell a player that just rolled a stunning success that you’ve decided, just because it’s more fun, that the die roll doesn’t count and he instead failed? I don’t think so. So why would ignoring the dice in the players’ favor be acceptable?

Good game play will tip the scales of fortune and those that rely on pure luck deserve what they get – either way. At the same time, if an incredibly lucky roll derails the entire adventure and gives the players a quick victory, it should stand. It needs to work both ways. When the dice go badly for the players, they should be thinking of how to not let a roll of the die be the sole determiner of their fates. And when the dice go a little too well for the players, the referee should note what he needs to do to prevent a single die roll from determining the course of an entire adventure.

Traditional games are all about the players (and referee) learning to play better over time. The characters’ experience gains are secondary. Demand and reward player excellence and the game will be more challenging in the long run.

So what are the consequences of deciding to play this way?

The party is just lost and sitting around because they didn’t find the secret door that leads to the next section of the dungeon? Tough. It goes unexplored.

The party missed a vital clue and has no idea where to turn next in a murder investigation? Tough. The killer gets away.

There are too many options to choose from, and the players are disorganized and can’t agree on an option and look to the referee for guidance? Tough.

This only works if the referee is willing to realize that sometimes, all his work on an adventure is going to be wasted. The players are sometimes going to be unwilling or unable to see it all. The referee must contain his ego and resist the urge to introduce some way of being able to show all his work off. And the referee must not take the unused, unexplored parts of his adventure and plug them in elsewhere, as this negates the choices the players have made that led to them, intentionally or not, failing to explore the areas in this particular location.

Playing this way also means that the game can “stop” at any time because a battle wipes out the PCs, or some other disastrous result that means the mission will come to an abrupt end. Oh well. Of course success is always more fun than failure. But if failure is not an option, then the success is but an illusion, it’s fake, it’s a lie. And by taking the attitude that the end result determines the fun of the game, then suddenly the process of playing the game is not fun in and of itself.

I don’t need to say anything about how stupid that is, do I?

Deadly Situations

Every adventure must have situations that directly and truly threaten the lives of the characters participating. If there is no true threat, it is not an adventure, it’s a tour.

I'll go so far as to say there should be situations designed specifically to kill characters. A monster that's way too tough. A trap that's going to claim a victim. Save or die. These sorts of things. Every. Single. Time. The key is to put these "expected death" situations in places where it isn't necessary to encounter them. The players must choose to engage in these areas and situations.

Teach them that the game world isn't scaled so they can kill everything.

Choices

Every adventure must have meaningful choices that the players must make, and these choices must significantly alter the flow of the adventure for them to have any meaning.

The absolute key to good gaming is the ability of players to choose their character’s actions. Any adventure which dictates what a character thinks or feels or does (barring magical enchantments, of course) is a terrible, terrible adventure.

The choices made must be real choices. “Floating locations” of the “Well, whichever inn they stop at will be where the adventure happens” sort is not a real choice, it’s a mere illusion. This is worse than railroading because it is dishonest in its methods.

Choices should not only be offered, but forced: Things are happening, and the players have to do something, and none of the options seem to be all good. Of course, if they choose to not do anything, they’ve still made their choice and the consequences should be different (and more severe!) than if they’d done something.

Rewards

There are two standards that adventure rewards must meet: They must be enough, and they must be not enough.

Enough that everyone involved doesn't think that they've completely wasted their time... and not enough to leave anybody really satisfied with what they have. They need more! Where next to plunder?

Note that concealing the rewards well may wind with the players not finding it. Tough. As a referee, just make sure it's there. Don't help the players to actually find it.

Pacing

A player-driven adventure challenges the now-common philosophies of good adventure pacing. Common wisdom today states that if the action has slowed and the players either don’t know what to do or don’t want to do anything, the referee should make something happen to give the players something to react to. I declare that this ruins the pro-active element in traditional gaming, causes the referee to be biased towards character action, and creates a disincentive for players to control their own destiny.

But what do you do if all the obstacles described in the Success and Failure chapter actually stop the party?

You do nothing.

If a player complains that he’s bored and that nothing is happening, look at him and say, “I agree. So are you going to do something or not?”

It is not the referee’s job during a session to provide excitement for his playing group. His job is to administer the setting and resolve character actions. If the characters are taking no action and are not interacting with the setting, then the referee has literally nothing to do. The players are wasting his time.

Other common standards of pacing become obsolete when dealing with a player-driven adventure. Traditional games commonly feature a “retreat, rest, and recharge” element of play, and in fact almost demand such a thing. This creates a bit of difficulty in trying to structure an exciting adventure if the party is going back to rest after every fight of even slight challenge.

Don’t let the players turn the game into a series of “Scout out the next room, ambush the beasties, collect the loot, and then retreat back to camp and get all the spells back.” Or don’t let them complain of monotony and boredom if that is what they choose to do. There are a variety of ways to prevent this, although some may seem heavy-handed. Cave-in traps or other methods of blocking exits can be useful, once, before it becomes a crutch instead of an idea. Pit or slide traps that dump a party to a lower level and teleporters that move a party somewhere unfamiliar are old tricks that might be acceptable a time or two. Missions with time limits are another possibility, but the meticulous planning needed to make an adventure just challenging enough will tend to cause the referee to become too invested in the adventure outcome.

The first reliable way to control this is through the proper use of wandering monsters. Never skip a wandering monsters check, and never hand-waive the results. Do this for the area that the PCs decide to rest as well. If their recuperation is not just a matter of saying, “We go back to camp,” maybe the players won’t be so quick to do so.

Keep a strict record of time! This wisdom was presented in bold in a major publication and has been laughed at ever since. But it’s excellent advice. Endless searching for secret doors and traps takes but a second to roll for the players, but a good deal of time for the characters. How long does that torch burn? And that lantern? So many referees simply make sure that there’s a torch or lantern present (and if the referee is on the ball, he might make sure that somebody with a free hand is actually the one carrying it) and then ignore it. Players will pick up the pace if the torches and lanterns keep going out… and keeping close track of encumbrance means they can’t just buy a hundred flasks of oil, either. These oft-ignored rules aren’t there to be a pain the ass, they are there to push play along in a system that otherwise rewards characters moving at a snail’s pace.

But when the players go looking for adventure… you’d better have some for them to find.

Dungeon Design

You’ve been given a big pile of philosophy concerning adventure design, but now it’s time to put it together into a coherent adventuring environment. As a nod to this hobby’s traditions, this environment will be called a “dungeon” here, but this remains true if the environment is a dungeon or not.

The first thing to remember when creating an actual adventuring area is to forget the idea of “encounters.” The “encounter” has become known as the standard unit of “excitement” in an adventure. It’s an awful terminology, and it influences adventure design in an adverse way as referees stop to think of adventures as a flowing, natural sequence of events and more like a flowchart where players travel along boring lines in order to get to the “encounters.”

Never place a secret door that you intend to be found.

Never place a trap that you do not intend to be set off to its full effect.

An important factor in designing a dungeon is allowing for the fact that under the guidelines presented in this book, characters will die. Perhaps often. Replacement characters are often rolled up very quickly, but there needs to be an in-game explanation for how to introduce these replacements.

Create challenges for every primary class in the game, especially those that are not present in the player character group.

Spellcasters, particularly clerics, always have a number of spells available to them which they simply never prepare. This is due to referee laziness; off course they are never chosen if they are never used! Create situations where such spells easily solve the issue at hand. They’ll gripe and moan at first when they realize they have to come back to the situation the next day with the proper spells (and complain yet again that they are doing so at the expense of “useful” spells… you know, the type used in combat), but a referee being diligent in this course will remove the idea of “useless” spells from his campaign altogether.

Interaction versus Combat versus Traps versus Tricks

It is usually better to present an encounter with a greater number of enemies than it is to give the players one opponent at a time. It's attrition versus “The Big Fight.” Make smaller, less threatening opponents the order of the day, so that the decision to continue on or stop and rest is actually meaningful. If every encounter is a big one, then continuing on is stupid. This is advice that I really have trouble with in my home games. I can usually eyeball a Single Big Monster for suitability against my group. But there get to be a lot of dynamics when it comes to group encounters. It's a bit difficult with groups of creatures, because for all the "kill 'em all and sort the character sheets later," tone all this advice takes, the ultimate goal is to challenge, not annihilate, the players and their characters.

Make use of terrain and “set pieces” when coming up with encounter areas.

Kill Them and Take Their Stuff – Complicate it! Vary what the treasure is, hide its value, make it inconvenient to transport.

Random Encounters

Random encounters are a wonderful tool. They keep players from ever feeling secure about their position in an adventure location, they can turn tense situations into complete chaos, and they are just good all around fun. Never fail to create a random encounter table for your adventuring locales. While most of the random encounters should not be major battles, there should be at least one possible encounter that will be a roughly equal, major fight, and one entry which will probably be too much for the party to stand toe to toe with.

Note that many old modules poo-poo wandering monsters by advancing the idea if a random encounter depletes the party too much or detains them from their final goal, the encounter should be ignored. This sort of thinking is drenched in the notion that the game is somehow a failure if the characters do not reach the pre-scripted conclusion in just-so condition so that they can deliver a satisfying climax to the adventure the way they are supposed to. Isn’t that the sort of thinking this entire essay is trying to avoid and prevent?

Take care that the random charts make sense within the adventuring environment. These creatures roaming around will also be coming into contact with the placed creatures. Why aren’t they killing each other? If they’re random monsters, it’s a good bet their lair isn’t keyed on the map. Where do they live? How do they get from there to the dungeon? If the party is closing doors behind them as they go, many creatures won’t be able to “randomly” appear.

One solution is to make random monsters connected to a keyed area. This can happen in several ways. The first is to just assume that every (or most, or whatever’s appropriate) keyed area’s inhabitants have an extra member or two running around the environment.

Also, not every random encounter needs to be a battle. Adding in neutral or friendly encounters into the table can provide an unexpected twist. The encounter need not even be with anything living. A cave-in, flash flood, or other random event can easily fill a random encounter table slot.

Traps

Think before placing traps. Really, there is no quota for placing traps and they should never be thrown in there “just because.”

Three things must be thought through before placing any trap. First, what triggers it? Second, how do people who are supposed to be in the area avoid the trap? And third, why hasn’t the trap been triggered by all the wandering monsters (and regular nearby inhabitants)?

In instances such as a tomb or mad wizard’s lair or some such, these are easily answered. Nobody is supposed to be there, period, and it makes sense to booby-trap the living hell out of the place. Locations with living inhabitants, not so much. But each trap should have a clear purpose.

Be descriptive about placed traps. It should be possible to detect and disarm almost any trap without making a die roll. In fact, if the proper way of dealing with a trap is nothing more than a couple of thief skill rolls, then the trap is boring and no good. You can do better.

“Gotcha” traps keep players on their toes, but are also detrimental to game play. Merely entering an area shouldn’t be enough to trigger a trap. There should be some specific action that triggers it. Poison needle traps are a perfect example here. If a character does not attempt to open a chest or pick its lock, they have no problem. It’s only by taking a specific action that they put themselves in danger.

Not that this is a screed against pit traps and the like. They have their place – especially if nobody is bothering to use a ten foot pole anymore. The problem with such traps is that they are often in areas where many creatures travel. Not even the most diligently trained or fiendishly clever beast will walk amongst traps unless there is an ongoing siege or hostile information. Any “triggered just by standing or walking right there” trap that does more than sound an alarm is simply not going to be found in areas where people, or creatures, ever go.

Obvious, no-roll-needed-to-find-them traps are simply awesome. They dare the players.

The last consideration to make is whether this trap is effective. Too many referees place traps as “obstacles” in their adventures to be “overcome.” Traps should be placed with the full intention of being triggered. Whoever set the trap was certainly aiming to kill (or imprison, or immobilize, or whatever) whoever set it off, and certainly trying to keep people out of a specific area, so it must be able to do what it sets out to do or the whole thing’s worthless. If you’re going to place a death trap, set it up in a way that will kill, and count on a character dying from that trap during the adventure. When (if!) the traps are discovered and bypassed, it becomes a real accomplishment (even if it was dead easy and the players don’t understand what might have happened), and not just something that happened because it’s “supposed to” in these types of games.

(complaints beginning in 3... 2... 1...)
__________________

LotFP RPG Supplements and Adventures for 0e, 1e, and "Basic" RPGs
Available in Print from Noble Knight Games, Arkkikivi, Ludikbazar, Sphärenmeisters Spiele and the LotFP Webstore, and in PDF from RPGNow and Your Games Now

The Random Esoteric Creature Generator... - Goodman Games release OUT NOW! 3 Page Preview, with full intro, here! Different 6 Page Preview PDF Here!

LotFP: RPG Blog

Reply With Quote
  #2  
Old 11-21-2008, 05:47 AM
Kapten Kapten is offline
Shrink
 
Join Date: May 2004
Posts: 766
Re: Guide to Adventure Writing

I have no real complains (sorry to disappoint you ).

I especially agree with the part about making failure a possibility. I also agree much with death as a real possibility. If a PC can't die, a campaign becomes a soap opera IMO.

I disagree with two things:

*Never fudge a die-roll: I agree in principle, but sometimes you make a brainfart and bring something into the game that is too hard and you don't realize it until it is too late. Fudging in this case can be about making up for your mistake without ruining the immersion.

*Never help the players along: Sometimes you think that you have a logical sequence of events or choices for the players, but noone else gets it. In this case, odds are that you made a misjudgement. In this case, it's bad form not to correct by providing hints that make things clearer.

---

I think that, with the right players, that these are good advices.
__________________
Huskarl of the Viking pack
Reply With Quote
  #3  
Old 11-21-2008, 06:11 AM
JimLotFP's Avatar
JimLotFP JimLotFP is offline
The Keeper of Metal
 
Join Date: May 2004
Location: Helsinki, Finland
Posts: 1,058
Re: Guide to Adventure Writing

Quote:
Originally Posted by Kapten View Post
I have no real complains (sorry to disappoint you ).
Curses! *shakes fist*

Quote:
Originally Posted by Kapten View Post
*Never fudge a die-roll: I agree in principle, but sometimes you make a brainfart and bring something into the game that is too hard and you don't realize it until it is too late. Fudging in this case can be about making up for your mistake without ruining the immersion.
I think that there should be things placed intentionally in the game that are too hard... so if that's also done accidentally, it shouldn't be such a big deal. It only becomes a problem when these too-hard things are placed as a necessary obstacle to overcome.

If they aren't sprung on the PCs as a must-fight situation, then there's no problem. The PCs generally choose to engage, and can choose to run away.

If there are other things to do and see and explore, then this too-tough-now obstacle simply becomes a future goal to be dealt with when the PCs have a good plan, or some more hirelings, or an extra level, or a bit more magical firepower to help them deal with the situation.

If the situation is must-fight, and there really isn't anything to do if this situation isn't dealt with right now, I think the problem isn't so much with the individual encounter or situation or what-have-you, but adventure design that's too closed-ended.

Then there are the genuine "oops I goofed!" situations, but those should be able to be remedied by referee discretion before any dice are rolled. Once the dice are let loose, I see it as the referee giving up his own authority over the situation and granting it to the dice. Don't want to give up that authority? Make something happen in the game that doesn't require a die roll.

But this is a bit of a balancing act. Is this particular fight way too tough because the PCs are worn down by previous fights, are they careless, have they wandered into a too-dangerous area without realizing it, or some other not-this-encounter's-fault situation? Or is it genuine adventure design muck-up? How the situation is handled should be different depending on the answer.

Quote:
Originally Posted by Kapten View Post
*Never help the players along: Sometimes you think that you have a logical sequence of events or choices for the players, but noone else gets it. In this case, odds are that you made a misjudgement. In this case, it's bad form not to correct by providing hints that make things clearer.
Again, this is only a problem if there is nothing else for the PCs to do at this point. Ideally, there should be other things to do. Then a referee can decide to place a clue in a heretofore unexplored area, which the players still have to find, making this "stuck" area a bit of a little quest goal that is accomplished rather than handed-to.

One thing I have done, just because the players didn't find the final treasure and they were thinking the past few sessions in this tomb was just me screwing them over, is after the fact hand them the information in a way that they don't get the full benefit of it.

In this case, after the PCs had left the dungeon, I had a higher-level NPC (who was intended to be a catch-all information source... for a price... so this was his proper role anyway... and then later on when the PCs were higher level they could take the smart-ass bastard down if they liked) offer a clue in exchange for half the treasure found. So the clue penalized the players and left them with a bit of egg on their faces, but it also let them know that there was something worthwhile there and I wasn't just torturing them in this dungeon (had some evil, evil tricks in there... mwahaha) solely for my amusement with no payoff for them.

The most evil trick I had in that adventure... was a false map of the lowest level, planted on the first level. The entire dungeon was a practical joker's tomb (they knew this before they entered... and it was a sandbox kind of game so there were other places for them to go besides this dungeon), so it was a nightmare to explore anyway, but this was the ultimate. The map led them straight through so many traps to a falsely-looted tomb, and distracted them from the secret door that led towards the actual tomb. They actually figured that part out... what they didn't figure out at the end was the sarcophagus with two false bottoms... they found the first one... with the body and a note saying something to the effect of, "Haha, you think I'd bury myself with treasure and get robbed by the likes of you?" and they just left it at that.
__________________

LotFP RPG Supplements and Adventures for 0e, 1e, and "Basic" RPGs
Available in Print from Noble Knight Games, Arkkikivi, Ludikbazar, Sphärenmeisters Spiele and the LotFP Webstore, and in PDF from RPGNow and Your Games Now

The Random Esoteric Creature Generator... - Goodman Games release OUT NOW! 3 Page Preview, with full intro, here! Different 6 Page Preview PDF Here!

LotFP: RPG Blog

Reply With Quote
  #4  
Old 11-21-2008, 08:58 AM
rickyh's Avatar
rickyh rickyh is offline
Undisputed King of Typos.
 
Join Date: Feb 2007
Posts: 470
Re: Guide to Adventure Writing

I agree with this for the most part.

The only thing I disagree with somewhat is the following:

Quote:
The choices made must be real choices. “Floating locations” of the “Well, whichever inn they stop at will be where the adventure happens” sort is not a real choice, it’s a mere illusion. This is worse than railroading because it is dishonest in its methods.
I had two specific drow I wanted my PCs to meet and interact with. I had figured they would go in a village where these drow were causing trouble. They didn't know it was drow causing the trouble, they just knew that it was something causing trouble. They avoided the village to get some time sensitive info back to the main castle. Well when they got there one of the council members had been abducted by these two drow brothers (one was a ranger and one was a wizard) and the wizard had taken his form. Anywho long story short, they found out the wizard drow, and the wizard drow told him the dwarf was being held in the underdark by his brother (the ranger) and his band of mercenaries and they went off to the underdark.

I see nothing wrong this myself. If a tree falls in the forest and doesn't make a sound and all that jazz...If the PCs never knew about these drow in the village in the first place and as far as they know its part of the continuing story I don't see the big deal with that unless you just can't sleep at night or something because its dishonest.

Now if the PCs knew about the drow in the village and decide to avoid it and then go to the castle and well what do you know....then that's kinda lame.
__________________
"The secret we should never let the gamemasters know is that they don't need any rules."

Last edited by rickyh; 11-21-2008 at 09:01 AM..
Reply With Quote
  #5  
Old 11-21-2008, 09:34 AM
Emprint's Avatar
Emprint Emprint is offline
Near Thing
 
Join Date: Nov 2002
Location: Atlanta, GA
Posts: 9,381
Re: Guide to Adventure Writing

Quote:
Originally Posted by JimLotFP View Post
Create challenges for every primary class in the game, especially those that are not present in the player character group.
I'm curious about your goal here. It seems to me that the old school style emphasize player wits over class-specific challenges. Shouldn't challenges be designed based on impartial world logic and engaging players, rather than artificially tied to the abilities of particular classes?

What kind of challenge-class relationship do you actually have in mind here? It's possible I'm misunderstanding you.
__________________
Russell Bailey
Developer, White Wolf Publishing My opinions are not their fault.
"The Girl and the Gallows," a sword and sorcery fairy tale
Reply With Quote
  #6  
Old 11-21-2008, 09:37 AM
Mock's Avatar
Mock Mock is offline
Climbin' Buoys
 
Join Date: Jan 2002
Location: Small Town USA
Posts: 6,363
Re: Guide to Adventure Writing

Quote:
Originally Posted by Emprint View Post
I'm curious about your goal here. It seems to me that the old school style emphasize player wits over class-specific challenges. Shouldn't challenges be designed based on impartial world logic and engaging players, rather than artificially tied to the abilities of particular classes?

What kind of challenge-class relationship do you actually have in mind here? It's possible I'm misunderstanding you.

I think you're actually on the same page to some extent - Jim advises creating challenges that would be for any potential class, rather than tailored to the player group. He focuses on challenges that push characters outside their areas of expertise, but otherwise, it sounds like you're saying similar things.
__________________
Because these zombies aren't gonna kill themselves.

The Hex-By-Hex RPGNet Sandbox Campaign Map (and thread)

The Loud Handle: Life in a Small Town.

1 Music God point
Reply With Quote
  #7  
Old 11-21-2008, 09:42 AM
JimLotFP's Avatar
JimLotFP JimLotFP is offline
The Keeper of Metal
 
Join Date: May 2004
Location: Helsinki, Finland
Posts: 1,058
Re: Guide to Adventure Writing

Quote:
Originally Posted by Mock View Post
I think you're actually on the same page to some extent - Jim advises creating challenges that would be for any potential class, rather than tailored to the player group. He focuses on challenges that push characters outside their areas of expertise, but otherwise, it sounds like you're saying similar things.
Yeah. It isn't so much, "Make to sure present challenges the PCs aren't equipped to handle," as, "Assume that a full complement of classes will be present during the adventure, whether they are present in your PC group right now or not." It becomes the players' responsibility to make up the shortcomings in their own party...
__________________

LotFP RPG Supplements and Adventures for 0e, 1e, and "Basic" RPGs
Available in Print from Noble Knight Games, Arkkikivi, Ludikbazar, Sphärenmeisters Spiele and the LotFP Webstore, and in PDF from RPGNow and Your Games Now

The Random Esoteric Creature Generator... - Goodman Games release OUT NOW! 3 Page Preview, with full intro, here! Different 6 Page Preview PDF Here!

LotFP: RPG Blog

Reply With Quote
  #8  
Old 11-21-2008, 09:44 AM
Emprint's Avatar
Emprint Emprint is offline
Near Thing
 
Join Date: Nov 2002
Location: Atlanta, GA
Posts: 9,381
Re: Guide to Adventure Writing

Quote:
Originally Posted by JimLotFP View Post
Yeah. It isn't so much, "Make to sure present challenges the PCs aren't equipped to handle," as, "Assume that a full complement of classes will be present during the adventure, whether they are present in your PC group right now or not." It becomes the players' responsibility to make up the shortcomings in their own party...
Ah, okay, I follow now.
__________________
Russell Bailey
Developer, White Wolf Publishing My opinions are not their fault.
"The Girl and the Gallows," a sword and sorcery fairy tale
Reply With Quote
  #9  
Old 11-22-2008, 02:58 PM
mrlost's Avatar
mrlost mrlost is offline
Hi I'm Lost
 
Join Date: Jan 2003
Location: California
Posts: 2,851
Re: Guide to Adventure Writing

Wow. I think I have just read the perfect guide for beginner dungeon mastering. Thank you. Do you mind if I print this out and give it to a friend's nephew who has been asking me how to run D&D?

I have a few players that would benefit from reading this, I think, before they try running D&D again. Especially the bit about Success and Failure, Secret Doors, and Traps.

I liked the bare bones advice on pro-active play.

EDIT: I tend to play D&D with a group that includes people who have been playing the game since it came out, some more progressive types, and some teenagers who are the nephews of one of the players. It is rare to find such good advice on D&D. I'm sorry that you've abandoned your project.
__________________
Currently Playing: Deadlands: classic
On hiatus: D&D 4e Scales of War
In planning: D&D 3.5 World Born Dead
Xen'drik Archaeologist of the Eberron fan-pack_______When you meet the Gouda, eat the Gouda.

Last edited by mrlost; 11-22-2008 at 03:14 PM..
Reply With Quote
  #10  
Old 11-22-2008, 03:23 PM
La Maupin's Avatar
La Maupin La Maupin is offline
Invincible Mecha Princess
 
Join Date: Nov 2002
Location: Minneapolis, don't ya know?
Posts: 5,967
Re: Guide to Adventure Writing

I have one counter-comment on random encounters - When you have a limited time period for gaming, as most of us who are no longer attending college full-time do, random encounters fill up time that could be used for more meaningful gameplay. A 30 minute random encounter every night isn't a lot of time when you're playing for eight hours every week. It's a LOT of time when you're playing for four hours every other week, or worse, four hours once a month. When that happens, you do want every encounter to be meaningful, because otherwise you're not going to get much story motion in. And in spite of your posturing, story-centric gaming, even in D&D, is a valid play style.

I don't think it's a coincidence that as the gaming community gets older on average, prevalence and interest in random encounters has gone down or gone away entirely.
__________________
Falsely declared a boy on 9/8/1977. Corrected that error on 6/15/2009.
Purple People Eater of the VIKING PACK! Changeling Swordmage of the EBERRON PACK!
Points: MST3K FOREVER AB3; Create a Card Thaerith
"Someone who treats trans men as women and trans women as men is not an ally to the trans community." - Julia Serano
Invincible Mecha Princess of the Church of the Tiny Spider!
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -7. The time now is 10:43 PM.


Powered by vBulletin® Version 3.8.3
Copyright ©2000 - 2009, Jelsoft Enterprises Ltd.
© 1996-2006 RPGnet® and individual posters. Compilation copyright RPGnet.