| Post/Author/DateTime | Post |
|---|---|
| Nukleon02-18-08, 07:15 AM | Hello fellow Dungeon Masters Below is a link, which contains my thoughts on a method for streamlined adventure design and analysis. It is the first draft and open to discussion. I have to post a link, because it would be to cumbersome to convert all formatting to forum code and html is not allowed on here. Please let me know what you think. Adventure Design using the Elementary Quest Method (http://coronalive.fortunecity.de/Adventures_theory.htm) |
| Millet02-18-08, 08:02 AM | It's an interesting model. I can see how many of the most complicated quests could be boiled down to the essentials of what the model is proposing. Personnally, I'd consider expanding the beginning about linear or non-linear adventures, or removing it. It doesn't seem to fit with the rest of the material on the page. I do think I'll use the Elementary Quest method for my next session. I like the way its presented, and it seems to be easy to work with. |
| Dan Hemmens02-18-08, 09:53 AM | What do you see as being the actual *advantages* of this method? It seems to me to be mostly categorization for its own sake |
| aikimiller02-18-08, 10:54 AM | I've done some thinking about this in the past, and it seems that pretty much most quests can be boiled down to a single element- Fetch- there are several elements of fetch- what, where, how (the condition of the thing to be moved), when, and the opposition. There is a why element that is non-essential simply for a quest to exist, but typically necessary to actually get the party to do anything, in many cases this is the reward. Delivery is really just fetch backwards. Elimination is basicly a complication of fetch (you have to bring back proof that you did the job)- a party with low morales and a good bluff check can always bypass the kill element. It seems to me that there are two ways to complicate the quests. Restrict information, so the characters don't actually know what they're getting into without some investigation beforehand (which is in itself, another form of fetch, as they have to get the information). They are told that they have to do something but the client does not have all the information- what is the person/item and where do they have to be moved to/from and in what condition (alive/whole or dead/destroyed, and if dead/destroyed what is required as proof, in some cases the world not ending may be sufficient proof), and most importantly, what kind of obstacles will stand between them and the completion of this goal biotic(a living creature opposing them, like a castle guard) and abiotic(non-living things opposing them, such as the castle wall) The other way to make it even more complex is to twist one of the elements- the father thinks that his daughter was kidnapped, but she has really run away with the dashing bandit- you twist the goal. Or the father is actually head of a cult and plans to sacrifice his daughter- twist the client. The reward can also be twisted into something other than it seems (typically another plot hook), and this is usaully used to chain quests together. Nothing really groundbreaking here, just some idle thoughts that have occured to me over time about the theory behind it all. |