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<h1>Adventure design tips</h1>

<ul>
    <li><p>Perhaps the #1 adventure design tip: <strong>good adventures maximize meaningful player decisions</strong>. As the <a href="http://www.black-blade-publishing.com/Store/tabid/65/pid/27/Mythmeres-Adventure-Design-Deskbook-Vol-1-print-saddle-stitched-.aspx">Adventure Design Deskbook</a> says:</p> <blockquote>seek to maximize the number of meaningful, potentially-informed decisions the players can make during the course of the adventure. By “meaningful,” I mean that the decisions aren’t just trivial options with no real influence on what’s going to happen. And by “potentially-informed,” I mean that the players should have enough information – or the potential to have gotten that information – to make a good decision rather than an arbitrary selection between options.</blockquote></li>
    <li>Identify any chokepoints in the adventure&mdash;secret doors players must find to finish the adventure, or pieces of information they <em>must</em> get form an NPC. For each such chokepoint, list three different ways the players can get whatever they need to get past the chokepoint.</li>
    <li>Players like handouts. Give them one or two each session.</li>
    <li>Add set dressing, particularly to make combat area more interesting&mdash;chandeliers to swing from, chairs to throw, oil slicks to slip on, et cetera.</li>
</ul>

<h2>A sense of continuity</h2>

<p>If you write your own adventures, a sense of continuity will make the game world more realistic for the players&mdash;like the real world some things never change, and the world often works in predictable ways. Even if you're using pre-made commercial modules, a few minor customizations can make it feel like the different modules were meant to go together.</p>

<p>Replace the generic with the specific. Develop a stable of motifs, characters, and locations which you can substitute for similar ones in pre-made modules or use over and over again in your own adventures. Create two or three small or medium sized villages of distinct character. Use them again in different adventures; the villages in many pre-made modules are generic enough that you can substitute a village distinct enough that your players will remember it from previous games. Do the same with minor characters&mdash;collect a set of recognizable barmaids, informants, and shopkeepers.</p>

<p>For example:</p>

<ul>
    <li>Make a recurring minor character memorable with a verbal tick, like always repeating a previously used phrase at the end of dialog: "I sure do wish you gentlemen could find out if shady potions dealer had anything to do with the disappearance of Mrs. Moob. I sure do wish." Used immoderately, the verbal tick thing cab become annoying.</li>
    <li>rosy-fingered dawn</li>
    <li>pastel color palette of a Mediterranean village</li>
    <li></li>
</ul>

<p>Some of these pointers I borrowed from <a href="http://www.thealexandrian.net/">The Alexandrian</a>.</p>

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