| Post/Author/DateTime | Post |
|---|---|
| yellowdingo04-04-07, 02:44 AM | Most Overused Themes Action Comedy Espionage Horror Mystery Revenge Romance Most Overused Goals Escape Exploring the Unknown Encountering an old Villain Gain Money Gain Power Protect NPC(s) Retrieve item Pay Debt Survive Thwart Plan Win War Most Overused Hooks Dying Messenger Out of Necessity Offended Rumor/legend Mistaken Identity Mystery Woman Old Enemy Old Friend Pressing the PC's Buttons Most Overused Settings Other Plane Great City Distant land Home Town On the Road At Sea Hostile Environment Underground Under Sea Most Overused Villains Immortal/God Evil High Priest Lich Most Overused Climax Terrible Battle A God comes to their Aid Preventing the Bomb from going off at the last moment Throneroom Duel Most Overused Monster Dragon |
| tankschmidt04-04-07, 10:07 AM | Most Overused Themes Action Comedy Espionage Horror Mystery Revenge Romance Dang. All we have left is Western, Foreign Language, and Special Interest... |
| TheGreatPook04-04-07, 01:03 PM | Well that should make things easy shouldn't it? The PCs are in a big, newly settled desert, armed with light crossbows (heck, lets throw in guns if you want!). Various tribes of Desert Gnomes, all speaking different languages must be dealt with. How will the PCs confront the Gnomes and convince them to stop attacking the settlers when nobody speaks the language?! And the local constable is looking to make a treaty with the Gnomes to help build an educational railroad stretching across the desert, but if nobody can speak the same language, what will happen? Hooray for special interest DnD! |
| Goonwuff04-04-07, 01:51 PM | O my hemel, dis so SNAAKS!!! Ons sal innie sop beland vir daai een. Kekel, kekel! Foreign Language enough for you! Classic. Brilliant. I think I'll use that, actually! |
| yellowdingo04-04-07, 07:07 PM | Well that should make things easy shouldn't it? The PCs are in a big, newly settled desert, armed with light crossbows (heck, lets throw in guns if you want!). Various tribes of Desert Gnomes, all speaking different languages must be dealt with. How will the PCs confront the Gnomes and convince them to stop attacking the settlers when nobody speaks the language?! And the local constable is looking to make a treaty with the Gnomes to help build an educational railroad stretching across the desert, but if nobody can speak the same language, what will happen? Hooray for special interest DnD! Unity through Trade between the Tribes? Cool. |
| Figgit0604-04-07, 07:32 PM | How about an "under-used" list? might help out more |
| PoorHobo04-04-07, 10:04 PM | Over-used does not mean bad. its used for a reason. |
| yellowdingo04-05-07, 02:05 AM | Ok. lets look at how the scary list works. <Adventure/Action><Save/Rescue NPC><Dying Delivery><On the Road> Background: The Lady Yin Jan Su has discovered some evidence regarding the recent plague outbreak in the North of the Kingdom and has decided to impart this information to the local Samuari rather than risk the mail service. On the Road to Jin So's estate, her Palanquin is intercepted by Robbers wearing yellow headbands. Her Servants are killed and she is carried off. The PCs: The PC(s) arrive in time to find one servant near death. "They were wearing yellowhead bands...coffchoke...Saw one last night at the Yamu Inn." The Servant dies before they can get anymore. Given two options, the PC's can follow the tracks or go to the Inn. The right option is to follow the tracks. The Inn: Lady Yin Jan Su spent the night at this Inn, The Servant only saw the innkeepers son scrubbing the Kitchen floor while wearing a yellow cloth around his head. They learn that The Yellow Bandits are active in these parts but this is little more than a delay. This delay means they must go back an follow the trail of the bandits to their hideout. The Hideout: Penetrating the Hideout, they find the Lady at the bottom of a deep pit fighting off a thousand venemous snakes. The Bandits have departed their hideout. Lady Yin Jan Su (if she survives the snakepit) informs them that the Bandits have abandoned their base of operations leaving her to her death. Climax: The PC's must get her to her meeting at Jin So's Estate befor Sunset. If they Do not, the lady, confonted by a full moon, turns into a Werewolf and attacks the PC's. |
| Thought04-05-07, 03:04 PM | Judging from the list, the best adventure that doesn't implement an overused theme would be... A Science-Fiction fantasy setting in which a group of adventurers set out to explore that which is known by the government (which explains why they are exploring something that everything is already known about and why the task is out of redundancy rather than necessity). They, of course, will travel to a very close area that is perfectly friendly and near-paradise like to combat a very mortal, very living, and very not-evil guy (let’s call him Tim). The climax of such a meeting will be playing with a giant five-headed guinea pig in the latrine of a castle. Brilliant! |
| Prator_the_Legendary04-05-07, 06:15 PM | Ermm... How do you define "Hostile Environment?" A Dungeon is usually a hostile environment. A Wilderness area full of random encounters is a hostile environment. Anywhere where you are likely to be attacked by something is a hostile environment. You do realize that over 75% of all the Dungeons and Dragons rules are specifically designed to deal with combat situations, right? You can't escape hostile environments. Unless, possibly, you stay in the tavern for the entire adventure and wait for hostile people to come to you instead of waiting for you in their homes. Also, what was the original point of making this list? For a quick adventure generator? Or to tell people what to avoid? |
| yellowdingo04-05-07, 08:51 PM | Ermm... How do you define "Hostile Environment?" A Dungeon is usually a hostile environment. A Wilderness area full of random encounters is a hostile environment. Anywhere where you are likely to be attacked by something is a hostile environment. You do realize that over 75% of all the Dungeons and Dragons rules are specifically designed to deal with combat situations, right? You can't escape hostile environments. Unless, possibly, you stay in the tavern for the entire adventure and wait for hostile people to come to you instead of waiting for you in their homes. Also, what was the original point of making this list? For a quick adventure generator? Or to tell people what to avoid? A Bit of Both realy. Avoid, look for better, less used alternatives, use greymatter to think creativly... Basicly find some way to make the well trod carpet fresh and new. |
| ShinoAburame04-05-07, 10:08 PM | This could make for an excellent adventure generator! *Rolls some die* An action survival in the PC's hometown leading up to a throneroom duel with a lich! |
| yellowdingo04-06-07, 07:39 AM | This could make for an excellent adventure generator! *Rolls some die* An action survival in the PC's hometown leading up to a throneroom duel with a lich! So your PCs live in a Village at the foot of a lich's castle? No wonder it's a survival adventure. |
| Ramenth04-06-07, 06:35 PM | I fully support the idea of more... 'Special interest' campains. |
| yellowdingo04-06-07, 09:03 PM | Your king has discovered fire and is invading the forest kingdom for its charcoal value... You are on the slipperyslope to Industrialization. Terrible is your empire when you discover oil in Northern Greyhawk. |