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	<title>Comments on: Reader Voicemail:  Building an Adventure</title>
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		<title>By: Colmarr</title>
		<link>http://newbiedm.com/2010/03/09/reader-voicemail-building-an-adventure/#comment-4200</link>
		<dc:creator><![CDATA[Colmarr]]></dc:creator>
		<pubDate>Sun, 16 May 2010 23:28:34 +0000</pubDate>
		<guid isPermaLink="false">http://newbiedm.com/?p=1745#comment-4200</guid>
		<description><![CDATA[@NewbieDM: I tend to agree with your about random encounters and overland travel, but the one advantage of those sorts of encounters is that they let you through something weird at the players.

If they&#039;ve just slogged through the Chamber of Eyes (up to their eyeballs in goblinoids) and are on their way to the Horned Hold (where they&#039;ll be up to their eyeballs in duergar) it can be a refreshing chance to stumble on some grells or rust monsters or... you get the idea.]]></description>
		<content:encoded><![CDATA[<p>@NewbieDM: I tend to agree with your about random encounters and overland travel, but the one advantage of those sorts of encounters is that they let you through something weird at the players.</p>
<p>If they&#8217;ve just slogged through the Chamber of Eyes (up to their eyeballs in goblinoids) and are on their way to the Horned Hold (where they&#8217;ll be up to their eyeballs in duergar) it can be a refreshing chance to stumble on some grells or rust monsters or&#8230; you get the idea.</p>
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		<title>By: Critical Bits for the week ending 2010-03-14 : Critical Hits</title>
		<link>http://newbiedm.com/2010/03/09/reader-voicemail-building-an-adventure/#comment-3402</link>
		<dc:creator><![CDATA[Critical Bits for the week ending 2010-03-14 : Critical Hits]]></dc:creator>
		<pubDate>Mon, 15 Mar 2010 11:26:22 +0000</pubDate>
		<guid isPermaLink="false">http://newbiedm.com/?p=1745#comment-3402</guid>
		<description><![CDATA[[...] @newbiedm: New Post: &quot;Reader Voicemail: Building an Adventure&quot; http://newbiedm.com/2010/03/09/reader-voicemail-building-an-adventure/ [...]]]></description>
		<content:encoded><![CDATA[<p>[...] @newbiedm: New Post: &quot;Reader Voicemail: Building an Adventure&quot; <a href="http://newbiedm.com/2010/03/09/reader-voicemail-building-an-adventure/" rel="nofollow">http://newbiedm.com/2010/03/09/reader-voicemail-building-an-adventure/</a> [...]</p>
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		<title>By: Jenny Snyder</title>
		<link>http://newbiedm.com/2010/03/09/reader-voicemail-building-an-adventure/#comment-3399</link>
		<dc:creator><![CDATA[Jenny Snyder]]></dc:creator>
		<pubDate>Fri, 12 Mar 2010 03:37:41 +0000</pubDate>
		<guid isPermaLink="false">http://newbiedm.com/?p=1745#comment-3399</guid>
		<description><![CDATA[Definitely some good points in this post.  Encounters should mean something, PCs should have a clear goal and a villain, and any good DM steals copiously and shamelessly from the media around him he finds inspiring.  I think the only thing I would add is one terrific resource for building plot:  your players.  I find my players often fill in gaps in my plot for me, and if they come up with a stumper, I turn it around on them and ask them what they think should happen.  It&#039;s amazing how much work your players will do for you!]]></description>
		<content:encoded><![CDATA[<p>Definitely some good points in this post.  Encounters should mean something, PCs should have a clear goal and a villain, and any good DM steals copiously and shamelessly from the media around him he finds inspiring.  I think the only thing I would add is one terrific resource for building plot:  your players.  I find my players often fill in gaps in my plot for me, and if they come up with a stumper, I turn it around on them and ask them what they think should happen.  It&#8217;s amazing how much work your players will do for you!</p>
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		<title>By: Josh</title>
		<link>http://newbiedm.com/2010/03/09/reader-voicemail-building-an-adventure/#comment-3386</link>
		<dc:creator><![CDATA[Josh]]></dc:creator>
		<pubDate>Thu, 11 Mar 2010 02:44:00 +0000</pubDate>
		<guid isPermaLink="false">http://newbiedm.com/?p=1745#comment-3386</guid>
		<description><![CDATA[As a player and as a DM, the only thing I wanted to add (and what I like to do as a DM but isn&#039;t always possible if you have time constraints) is to have some choices to give the PCs - I like to build 2 or 3 paths for the PCs to follow - they may all lead eventually to the same goal (but the PCs don&#039;t know that) or I may have 2 or 3 adventures primed and give them a moral dilema or situation that they have to choose their own paths.  Too many adventures are set up as &quot;you get recruited to do X and Y and find a dungeon that has both&quot;... it is nice to have a goal, and PCs like to know what is expected of them, but in your Gargamel adventure you might have the cultists attacking a nearby town or garrison and the PCs have to decide if they go to help the town or try to assault Gargamel and leave the town to suffer for now.  And you talk about them gaining knowledge about Gargamel&#039;s weakness - that might lead them elsewhere (or ... lol... back to the town they decided not to help) to gain a weapon or implement to help them break down Big G&#039;s defenses.  Now, the PCs have choices and even if they all lead to Gargamel eventually, they feel like they had a say in how to get there.  It involves more work as a DM, and if they end up going &quot;the long road&quot; you may have to drop some encounter to keep the adventure in a reasonable timeframe, but again, the PCs won&#039;t know that you skipped the owlbear encounter and maybe dropped one of the attacks outside of town for time contraints.

I dunno, I guess I probably over plan and my PCs might be happy with only one path, and sometimes that is fine, but I like to think I make them think about their actions... anywho, sorry to ramble, great posts everyone! thanks!]]></description>
		<content:encoded><![CDATA[<p>As a player and as a DM, the only thing I wanted to add (and what I like to do as a DM but isn&#8217;t always possible if you have time constraints) is to have some choices to give the PCs &#8211; I like to build 2 or 3 paths for the PCs to follow &#8211; they may all lead eventually to the same goal (but the PCs don&#8217;t know that) or I may have 2 or 3 adventures primed and give them a moral dilema or situation that they have to choose their own paths.  Too many adventures are set up as &#8220;you get recruited to do X and Y and find a dungeon that has both&#8221;&#8230; it is nice to have a goal, and PCs like to know what is expected of them, but in your Gargamel adventure you might have the cultists attacking a nearby town or garrison and the PCs have to decide if they go to help the town or try to assault Gargamel and leave the town to suffer for now.  And you talk about them gaining knowledge about Gargamel&#8217;s weakness &#8211; that might lead them elsewhere (or &#8230; lol&#8230; back to the town they decided not to help) to gain a weapon or implement to help them break down Big G&#8217;s defenses.  Now, the PCs have choices and even if they all lead to Gargamel eventually, they feel like they had a say in how to get there.  It involves more work as a DM, and if they end up going &#8220;the long road&#8221; you may have to drop some encounter to keep the adventure in a reasonable timeframe, but again, the PCs won&#8217;t know that you skipped the owlbear encounter and maybe dropped one of the attacks outside of town for time contraints.</p>
<p>I dunno, I guess I probably over plan and my PCs might be happy with only one path, and sometimes that is fine, but I like to think I make them think about their actions&#8230; anywho, sorry to ramble, great posts everyone! thanks!</p>
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		<title>By: a.bird</title>
		<link>http://newbiedm.com/2010/03/09/reader-voicemail-building-an-adventure/#comment-3384</link>
		<dc:creator><![CDATA[a.bird]]></dc:creator>
		<pubDate>Wed, 10 Mar 2010 22:32:57 +0000</pubDate>
		<guid isPermaLink="false">http://newbiedm.com/?p=1745#comment-3384</guid>
		<description><![CDATA[@Brian_Engard &gt; Good point, I&#039;m with ya.  As a new-ish DM, I sometimes think too big &amp; bite off more than I can chew.  I&#039;ve read parts of the War of the Burning Sky campaign &amp; love the grand scale of it, so when created my own adventure, I tried to bring that &quot;grand scale-ness&quot; to it.  I ended up filling it with junk that the PC&#039;s didn&#039;t really care about because it delayed them from their outcome, their reason for playing (which is, an evil wizard has their hearts as ransom for getting a magical amulet.  If they don&#039;t go, they will die right then &amp; there.  If they succeed, he (says he) will restore their hearts.  If they take too long, they will expire &amp; die.)  Given the story, I should have known the PC&#039;s wouldn&#039;t care about the fluff, it was all go-go-go for them.]]></description>
		<content:encoded><![CDATA[<p>@Brian_Engard &gt; Good point, I&#8217;m with ya.  As a new-ish DM, I sometimes think too big &amp; bite off more than I can chew.  I&#8217;ve read parts of the War of the Burning Sky campaign &amp; love the grand scale of it, so when created my own adventure, I tried to bring that &#8220;grand scale-ness&#8221; to it.  I ended up filling it with junk that the PC&#8217;s didn&#8217;t really care about because it delayed them from their outcome, their reason for playing (which is, an evil wizard has their hearts as ransom for getting a magical amulet.  If they don&#8217;t go, they will die right then &amp; there.  If they succeed, he (says he) will restore their hearts.  If they take too long, they will expire &amp; die.)  Given the story, I should have known the PC&#8217;s wouldn&#8217;t care about the fluff, it was all go-go-go for them.</p>
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		<title>By: newbiedm</title>
		<link>http://newbiedm.com/2010/03/09/reader-voicemail-building-an-adventure/#comment-3383</link>
		<dc:creator><![CDATA[newbiedm]]></dc:creator>
		<pubDate>Wed, 10 Mar 2010 22:20:19 +0000</pubDate>
		<guid isPermaLink="false">http://newbiedm.com/?p=1745#comment-3383</guid>
		<description><![CDATA[You are right... the point I was attempting to make is that throwaway encounters should be kept to a bare minimum, and especially so in 4e, as combat can take a looooong time. 

In my game, I&#039;ve gotten rid of random encounter, I hand wave overland travel and give xp on the assumption that they did have encounters off camera, and really look at fiughts to see if they are completely necessary. 

But you are right... ]]></description>
		<content:encoded><![CDATA[<p>You are right&#8230; the point I was attempting to make is that throwaway encounters should be kept to a bare minimum, and especially so in 4e, as combat can take a looooong time. </p>
<p>In my game, I&#8217;ve gotten rid of random encounter, I hand wave overland travel and give xp on the assumption that they did have encounters off camera, and really look at fiughts to see if they are completely necessary. </p>
<p>But you are right&#8230;</p>
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		<title>By: Gamecrafters&#8217; Guild &#187; Blog Archive &#187; Encounter Roles</title>
		<link>http://newbiedm.com/2010/03/09/reader-voicemail-building-an-adventure/#comment-3382</link>
		<dc:creator><![CDATA[Gamecrafters&#8217; Guild &#187; Blog Archive &#187; Encounter Roles]]></dc:creator>
		<pubDate>Wed, 10 Mar 2010 22:18:27 +0000</pubDate>
		<guid isPermaLink="false">http://newbiedm.com/?p=1745#comment-3382</guid>
		<description><![CDATA[[...] agree with nearly everything in this post, save one point: that every encounter in your adventure has to further the plot of the [...]]]></description>
		<content:encoded><![CDATA[<p>[...] agree with nearly everything in this post, save one point: that every encounter in your adventure has to further the plot of the [...]</p>
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		<title>By: Brian Engard</title>
		<link>http://newbiedm.com/2010/03/09/reader-voicemail-building-an-adventure/#comment-3381</link>
		<dc:creator><![CDATA[Brian Engard]]></dc:creator>
		<pubDate>Wed, 10 Mar 2010 22:10:37 +0000</pubDate>
		<guid isPermaLink="false">http://newbiedm.com/?p=1745#comment-3381</guid>
		<description><![CDATA[I agree with nearly everything in this article, save one point: that every encounter in your adventure has to further the plot of the adventure.  I&#039;ll clarify my position by saying that every encounter should have a specific purpose, but I don&#039;t think that that purpose must be attached to the current plot.  After all, if every encounter has something to do with what&#039;s currently on the to-do list, you run the risk of making it seem like the entire world revolves around the PCs (which it does, but it shouldn&#039;t seem like it).  Sometimes it&#039;s good to pepper your adventures with seemingly random encounters in order to add verisimilitude to your game world; sometimes, in a dangerous fantasy world, the owlbear is just hungry.

But, as I said, every encounter should have a purpose.  The lion&#039;s share should be tied to the current plot, and should be furthering it in some way.  A few, though--probably no more that two or three in an adventure with 15 encounters--should not.  They can be there to add color to the world, to introduce an enemy faction that you plan to use later, or they could be a form of the spaghetti method: throw a few different encounters at the PCs and see which one &quot;sticks&quot;; that is, which one do they latch on to the most?  That&#039;s a plot hook for future use.

(This comment, by the way, is totally going up as a post on my own blog.  Don&#039;t worry, NewbieDM; I&#039;ll link back to this post.)]]></description>
		<content:encoded><![CDATA[<p>I agree with nearly everything in this article, save one point: that every encounter in your adventure has to further the plot of the adventure.  I&#8217;ll clarify my position by saying that every encounter should have a specific purpose, but I don&#8217;t think that that purpose must be attached to the current plot.  After all, if every encounter has something to do with what&#8217;s currently on the to-do list, you run the risk of making it seem like the entire world revolves around the PCs (which it does, but it shouldn&#8217;t seem like it).  Sometimes it&#8217;s good to pepper your adventures with seemingly random encounters in order to add verisimilitude to your game world; sometimes, in a dangerous fantasy world, the owlbear is just hungry.</p>
<p>But, as I said, every encounter should have a purpose.  The lion&#8217;s share should be tied to the current plot, and should be furthering it in some way.  A few, though&#8211;probably no more that two or three in an adventure with 15 encounters&#8211;should not.  They can be there to add color to the world, to introduce an enemy faction that you plan to use later, or they could be a form of the spaghetti method: throw a few different encounters at the PCs and see which one &#8220;sticks&#8221;; that is, which one do they latch on to the most?  That&#8217;s a plot hook for future use.</p>
<p>(This comment, by the way, is totally going up as a post on my own blog.  Don&#8217;t worry, NewbieDM; I&#8217;ll link back to this post.)</p>
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	<item>
		<title>By: a.bird</title>
		<link>http://newbiedm.com/2010/03/09/reader-voicemail-building-an-adventure/#comment-3377</link>
		<dc:creator><![CDATA[a.bird]]></dc:creator>
		<pubDate>Wed, 10 Mar 2010 16:18:45 +0000</pubDate>
		<guid isPermaLink="false">http://newbiedm.com/?p=1745#comment-3377</guid>
		<description><![CDATA[Great advice.  Where I stumble is that I want my story to be epic, long lasting, going from low levels to high levels with one story arc.  So try to cram in story elements that may or may not mesh with the overall story.  I have to get over the &quot;epic&quot; illusion and just stick to the story, even if it only advances the PC&#039;s a few levels.  (Kudos to those who can make it an epic adventure.)

Other than just liking the idea of an epic adventure, my excuse is that I don&#039;t want to railroad the players, but because of how I&#039;ve set up the plot, the players themselves end up only wanting to focus on the narrow parts of the story.  In essence, they ended up railroading themselves to fit the story.  This could very well be just a statement about my specific story line, but the basic premise remains: don&#039;t worry about the epic-ness of a story, especially if it involves random, non-plot related elements/challenges/battles.  Instead, I need to think about how I can make the story better.  I&#039;d much rather have a great short adventure than a lengthy boring snoozer.]]></description>
		<content:encoded><![CDATA[<p>Great advice.  Where I stumble is that I want my story to be epic, long lasting, going from low levels to high levels with one story arc.  So try to cram in story elements that may or may not mesh with the overall story.  I have to get over the &#8220;epic&#8221; illusion and just stick to the story, even if it only advances the PC&#8217;s a few levels.  (Kudos to those who can make it an epic adventure.)</p>
<p>Other than just liking the idea of an epic adventure, my excuse is that I don&#8217;t want to railroad the players, but because of how I&#8217;ve set up the plot, the players themselves end up only wanting to focus on the narrow parts of the story.  In essence, they ended up railroading themselves to fit the story.  This could very well be just a statement about my specific story line, but the basic premise remains: don&#8217;t worry about the epic-ness of a story, especially if it involves random, non-plot related elements/challenges/battles.  Instead, I need to think about how I can make the story better.  I&#8217;d much rather have a great short adventure than a lengthy boring snoozer.</p>
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		<title>By: Totte Alm</title>
		<link>http://newbiedm.com/2010/03/09/reader-voicemail-building-an-adventure/#comment-3375</link>
		<dc:creator><![CDATA[Totte Alm]]></dc:creator>
		<pubDate>Wed, 10 Mar 2010 13:07:27 +0000</pubDate>
		<guid isPermaLink="false">http://newbiedm.com/?p=1745#comment-3375</guid>
		<description><![CDATA[You are pretty spot on with this post newbieDM. I only have one comment, and that is how to start an adventure. There are two &quot;schools&quot; here, and to compare to other medias, movies or books, you can start them in  two different ways.

You can either start them as a drama, or a traditional English mystery book, where you get to know the NPC, and slowly get dragged into the story where things starts to unwrap, or you can start them as a modern action movie, or any James Bond movie, or a modern thriller, you start with a bang or a teaser. In your case, the adventure starts on the way to the town where the wizard will hire the PCs, and the adventure starts with a combat encounter, with those cultists, on the way in, not out.

There is one good reason to start with an action encounter, you will get the adrenaline pumping for your players, getting their full attention directly.

I know that teaser is not possible in every situation, but a healthy warmup never hurts. A teaser can also be an akward and dangerous situation, like being on a sinking ship in a storm, or in a blizzard in a mountain pass where evil lurks, and it should always tie into the adventure with clues.

// Totte]]></description>
		<content:encoded><![CDATA[<p>You are pretty spot on with this post newbieDM. I only have one comment, and that is how to start an adventure. There are two &#8220;schools&#8221; here, and to compare to other medias, movies or books, you can start them in  two different ways.</p>
<p>You can either start them as a drama, or a traditional English mystery book, where you get to know the NPC, and slowly get dragged into the story where things starts to unwrap, or you can start them as a modern action movie, or any James Bond movie, or a modern thriller, you start with a bang or a teaser. In your case, the adventure starts on the way to the town where the wizard will hire the PCs, and the adventure starts with a combat encounter, with those cultists, on the way in, not out.</p>
<p>There is one good reason to start with an action encounter, you will get the adrenaline pumping for your players, getting their full attention directly.</p>
<p>I know that teaser is not possible in every situation, but a healthy warmup never hurts. A teaser can also be an akward and dangerous situation, like being on a sinking ship in a storm, or in a blizzard in a mountain pass where evil lurks, and it should always tie into the adventure with clues.</p>
<p>// Totte</p>
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