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Post by hengest on Jun 29, 2022 3:31:06 GMT
What are your favorite techniques? Do you return to the same few again and again?
I am partial to "generators," which I'm sure I somehow learned from published materials. A set of tables to determine the features of whatever, then apply imagination to describe and decide why it has those features.
One technique I use often in my pbp playtest is that, even if it seems necessary, I try to leave out anything that occurs to my mind, but seems bad (pointless, silly, overdone, useless, no fun).
Some people prefer building more consciously and deliberately at every step. I find that what I described above works better for me. I do use ideas that don't come from generators, but I just kind of let them come to me.
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Post by Ironnerd on Jul 4, 2022 22:28:21 GMT
I dig generators. They make life as a DM pretty easy. But my better adventures always start with me looking at a blank sheet of graph paper and asking myself, "how much of a pain in the ass do I really want to be?". I mostly start my "White Paper" dungeons with a theme. One was full of teleportation plates that took you to different types of dungeons. One required the party to go all the way to the bottom in order to get out (unless they took a minute to look for secret doors... which they never do). Another had a large "Pleasance" near the big treasure. Once the party entered the "room" they were met with an idyllic village in a large clearing surrounded by peaceful woods. The next one will be a series of paths and clearings through a dense forest.
When I do use generators, I toss out the stuff that does not align with the overall feel of my game setting. I often change the encounter if I think it is in a good location. My kids have learned to fear Giant Skunks and Skunk Bears. Once you are blasted with the skunk funk, you are going to have to get creative if you want a room in the inn.
I don't do step-by-step because the players never seem to follow my breadcrumbs. They always go off-scripts and require a lot more work. That's why I stick with the themed adventure. That way I can stay loose.
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Post by hengest on Jul 4, 2022 22:36:24 GMT
I dig generators. They make life as a DM pretty easy. But my better adventures always start with me looking at a blank sheet of graph paper and asking myself, "how much of a pain in the ass do I really want to be?". I mostly start my "White Paper" dungeons with a theme. One was full of teleportation plates that took you to different types of dungeons. One required the party to go all the way to the bottom in order to get out (unless they took a minute to look for secret doors... which they never do). Another had a large "Pleasance" near the big treasure. Once the party entered the "room" they were met with an idyllic village in a large clearing surrounded by peaceful woods. The next one will be a series of paths and clearings through a dense forest. I'm not sure what my problem is. If I just start from nowhere, everything I think of seems like junk and I can't use it. But if I use a generator or even just riff on something from a book, what I come up with feels at least usable, even if it's a million miles from where I started.
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Post by Ironnerd on Jul 5, 2022 20:44:36 GMT
I dig generators. They make life as a DM pretty easy. But my better adventures always start with me looking at a blank sheet of graph paper and asking myself, "how much of a pain in the ass do I really want to be?". I mostly start my "White Paper" dungeons with a theme. One was full of teleportation plates that took you to different types of dungeons. One required the party to go all the way to the bottom in order to get out (unless they took a minute to look for secret doors... which they never do). Another had a large "Pleasance" near the big treasure. Once the party entered the "room" they were met with an idyllic village in a large clearing surrounded by peaceful woods. The next one will be a series of paths and clearings through a dense forest. I'm not sure what my problem is. If I just start from nowhere, everything I think of seems like junk and I can't use it. But if I use a generator or even just riff on something from a book, what I come up with feels at least usable, even if it's a million miles from where I started. I'm not sure that is a problem. Starting with a generated dungeon and then using your spice weasel to add bammage is a great way to make a dungeon. Think of how much time I couls save if I just ran my adventures in Mystara instead of Nihon. But no... I had to get all creative.
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Post by The Semi-Retired Gamer on Aug 21, 2022 17:21:24 GMT
I dig generators. They make life as a DM pretty easy. But my better adventures always start with me looking at a blank sheet of graph paper and asking myself, "how much of a pain in the ass do I really want to be?". I mostly start my "White Paper" dungeons with a theme. One was full of teleportation plates that took you to different types of dungeons. One required the party to go all the way to the bottom in order to get out (unless they took a minute to look for secret doors... which they never do). Another had a large "Pleasance" near the big treasure. Once the party entered the "room" they were met with an idyllic village in a large clearing surrounded by peaceful woods. The next one will be a series of paths and clearings through a dense forest. I'm not sure what my problem is. If I just start from nowhere, everything I think of seems like junk and I can't use it. But if I use a generator or even just riff on something from a book, what I come up with feels at least usable, even if it's a million miles from where I started. There IS no problem!
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