Adventure Design
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Author’s note: This article contains minor spoilers for Curse of Strahd, and minor spoilers for Ghosts of Saltmarsh. Barovia’s Universal World Profile is X8723B0-2. It has no Starport. It is roughly earth sized. Its atmosphere is tainted. It has a population in the thousands, it has a couple of small lakes and oceans, it is…
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Author’s note: This article contains major spoilers for The Keep on the Borderlands, and minor spoilers for The Sinister Secret of Saltmarsh. Last week I complained loudly about The Last Train Out of Rakken-Goll for 3,000+ words. Since I need a break from negativity, this week I am revisiting a module I have much more…
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Author’s Note(s): While the credits seem to suggest that this adventure was written by M J Dougherty, he doesn’t credit himself on his website. Additionally, I have read and prepared, but yet to play through this product. This review contains spoilers for The Last Train out of Rakken-Goll and the D&D adventure module Red Hand…
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Last week I talked a little bit about plot structure and the adventure Red Hand of Doom. I also extrapolated a little bit on the design principles of Clarity, Direction, Synthesis, and Reference. Since one of the goals of this blog is learn how to create useful prewritten adventures, this past week I took the…
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Last week I wrote about how we as GM’s can evaluate the quality of pre-written adventures from the perspective of running the game. In that article I said that the most important aspect of module design is a product’s ability to serve the GM in presenting a plot to the players. Good modules, I argued,…
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This article contains spoilers for the scenario Border Dispute for the Star Trek Adventures roleplaying game. Ever since I began my involvement in the roleplaying hobby , I have always had the urge to create. Creation is often how I get involved in a hobby or familiarize myself with a subject matter. When I was…