Build your own Adventure? [Archive] - Wizards Community

Post/Author/DateTimePost
yellowdingo

04-04-07, 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
tankschmidt

04-04-07, 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...
TheGreatPook

04-04-07, 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!
Goonwuff

04-04-07, 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!
yellowdingo

04-04-07, 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.
Figgit06

04-04-07, 07:32 PM
How about an "under-used" list? might help out more
PoorHobo

04-04-07, 10:04 PM
Over-used does not mean bad. its used for a reason.
yellowdingo

04-05-07, 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.
Thought

04-05-07, 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_Legendary

04-05-07, 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?
yellowdingo

04-05-07, 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.
ShinoAburame

04-05-07, 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!
yellowdingo

04-06-07, 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.
Ramenth

04-06-07, 06:35 PM
I fully support the idea of more... 'Special interest' campains.
yellowdingo

04-06-07, 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.