| Post/Author/DateTime | Post |
|---|---|
| D_and_Dude06-02-07, 04:23 PM | What types of adventures do you use/ think is best? Do you make random ones from the tables and charts in the DM's guide, make everything your self, buy pre made? I normally use random ones from the DM's guide but I recently read through a pre made and it seemed a lot more fun then the random ones. So which do you use/ prefer? Thxs in advance, |
| Spellskin06-02-07, 04:44 PM | I create everything myself, admittedly borrowing inspiration from various sources. Note that when I say create I'm actually saying loosely thinking about "what's going to happen next". Basically it means I'll think "Let's do a murder-mystery, folks!" and leave it at that. It's all improv from there. Most "adventures in a box" are very combat oriented. Something my group of players and myself don't like all that much. Randomly generating an adventure is a little strange to me. If I look at all the potential adventure hooks in a variety of WotC published books I noticed that randomly determining the adventure would probably either kill the entire party or bore them to death. Thus I'm left with my own mind! What a sad world we live in... |
| MCage06-02-07, 05:55 PM | I do it two ways, either go for a "what the players want then elaborate" or what i prefer doing "super plot arch" in which i have an idea of a long plot in which things are moving even if the players arnt, they can choose to jump in and out of it as they please but things usualy arnt the same when they get back. The second method is harder to keep track of but is more RP satisfying. |
| Kaldric06-02-07, 07:57 PM | I've been playing and DMing for a few decades now, and thus have accumulated a lot of old junk. I come up with the basic world, or read up extensively on the published campaign world, before the first session. At the first session, the players make a party, and then make characters to fit in that party. I usually have a starting location by the end of this session. I prepare about 3 possible adventures for the second session. By "prepare" I mean either slap some of the hundreds of encounters I've collected together into a coherent adventure, changing names and personalities on the NPCs as necessary, or grab one of the complete published adventures I own for 1st level characters, and jigger the hooks around to fit the location and motivations of the party. If I feel motivated and have the time, I'll write up a new adventure in the shorthand I use. Once the characters get hooked into something, I'll play out that adventure. When it's finished, there are usually lots of loose ends around that might backlash on them later in their careers. If the adventure didn't lead to any overarching threat, as they often don't at first level, then they may choose to go exploring, or bite on whatever hooks I come up with for the next session. Either way, I keep track of notable NPCs and their thoughts about the PCs. If I choose, the PCs may stumble across some continuing villainous plot, and if they fail to resolve the situation (read: kill the BBEG), then they might have blowback from that in the future. I try to let the players create the adventure organically. I find that the published multi-adventure paths tend to rely on very strict railroading to get the players through the whole series. I still use adventures from the big products, but I tend to tear out the names and change a few of the goals around to make them fit whatever the players might be doing at the moment. |