|
Post by allenshock on Jan 14, 2010 3:54:59 GMT
I like the format that the adventures in the set are presented in but am having a little trouble writing in that style myself. Any hints from those who have that might help me get over this mental block?
Allen
|
|
|
Post by ugavine on Jan 21, 2010 13:20:55 GMT
Personally I've always found the easiest way to plan an adventure is using a flow chart in blocks. Label Enconters with letters. Start with Encounter A. block 1 - B, C, D block 2 - E, F, G block 3 - final encounter H. So the players start at A. They have the option of going to B, C & D in any order. You then move them to encounter block 2 and run E, F, G in whatever order the players approach them. Remember, the players may not get to every encounter before moving on. Eventually the events should lead to the final encounter. Also remember that you shouldn't let the players know they they are being herded like this. It's illusion of free will. You'll have planned the encounters but let the players roam freely between them. Gives the illusion that you're a really good GM at thinking on the spot when really you've got it all plotted. Although I'm sure some players will end up going where you didn't plan. I like to keep a handful of random NPCs handy for when the PCs wander off-track. I also throw in NPCs that have nothing to do with the story to help flesh out the setting. eg. investigating murder in Victorian London, not everyone on the street will be involved or know anything, but they may still speak to the PCs about random topics.
|
|
|
Post by Curufea on Jan 21, 2010 21:32:29 GMT
I tend to plan sessions around servicing the characters. I generally look at the backgrounds of PCs for possible plot hooks. If a particular character is deficient, and therefore not likely to get as much screen time in the session/campaign as other PCs, I try to have them create plots with the the other characters, making then a hub for new storylines instead.
|
|