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View Full Version : Succesful Elements of Adventures.


Benicus
10th of October, 2006, 13:21
What do you think add up to the succesful elements of an adventure that make it enjoyable to all who play in the game? Also, what do you think an adventure needs for a name that can be really memorable, you know that name that sticks in your head forever like "The Tomb of Horrors," or "The Oath of Nerull," or "The Halls of the Fire King,"

elmer_jok
11th of October, 2006, 22:56
I think something that is enjoyable to all who play in the game adds up to the succesful elements of an adventure.

Meaning, you answered yourself there. Find out what each player likes in his game and try to include challenges and RP moments that everyone likes. Player A likes interesting RP encounters, Player B likes long, intense battles, Player C likes sneaking around spying on things, and Player D likes to uncover secrets about certain NPC's. If this is the case, make sure adventure includes some secretly evil NPC in the hometown, many interesting RP encounters with him and others, make opportunities for the stealthy guy to gain info doin' what he does best and make sure there's a few long, intense battles.

It's not ALL about giving the players EXACTLY what they want, but if you don't give them anything they want, they'll tire of your game quickly.

I personally think every good adventure has a good trap too, but sometimes you just can't work this into the scheme of things, and that's ok.

nightinverse
13th of October, 2006, 03:48
It just needs to engage with content. I can't streamline it more than that.

zachol
20th of October, 2006, 17:41
Hook: Why do the PCs care?
Reward: Something at least slightly tangible, and attainable (goes with the hook, usually).
Predictability, false: The PCs should know what's happening from the start. Or think they know.
The twist: Interest, why the PCs only think they know what's going on.
The big battle: The climax. Even if there is little in the way of "grunt" battles, a boss helps.
Resolution: Satisfaction. Either success or failure, but not arbitrary. If they fail, the next adventure should be a "sequel" so that the failure is only temporary.
Reward: Even if it's not the promised reward, something that makes the PCs happy about the whole thing.

That's how I think of it.


Of course, it can be varied, or expanded, or some aspects removed, but that's the basic structure.