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DavidFisher
post Oct 5 2009, 11:53 AM
Post #81


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QUOTE(JustinC @ Oct 5 2009, 11:56 AM) *
And, it wouldn't hurt to have a 10 bullet-point list of things that make a good dungeon or something.


Without thinking too hard or refining my thoughts...

- a high level synopsis of the event and how it is "likely" to run
- a decent in-depth brief. the brief sets the scene for the whole day so needs to be good
- a costume list for the armourer and a non-standards list for the players
- a 1-page list of all encounters with page numbers so monsters / ref can quickly get to the right page
- a prop / costume / non-standard requirement for each encounter
- standard easy to read statting for each encounter
- ideally a map of the area you will use with encounters marked on by room
- role-play identified for each encounter (surrender / fight to death / easy to bribe / cares about the village etc)
- the adventure should "make sense" - why would the evil troll be in the room next to the goodly elf?
- a decent mix of RP, traps, puzzles and fights.
- the adventure should not hinge on any single class or power base being present at a given time (except maybe for a guild special...)
- the adventure should challenge, excite and frighten the players. It is not a competition between you and them to see who is smartest

David
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Rob
post Oct 5 2009, 06:59 PM
Post #82


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QUOTE(DavidFisher @ Oct 5 2009, 12:53 PM) *
Without thinking too hard or refining my thoughts...

- a high level synopsis of the event and how it is "likely" to run
- a decent in-depth brief. the brief sets the scene for the whole day so needs to be good
- a costume list for the armourer and a non-standards list for the players
- a 1-page list of all encounters with page numbers so monsters / ref can quickly get to the right page
- a prop / costume / non-standard requirement for each encounter
- standard easy to read statting for each encounter
- ideally a map of the area you will use with encounters marked on by room
- role-play identified for each encounter (surrender / fight to death / easy to bribe / cares about the village etc)
- the adventure should "make sense" - why would the evil troll be in the room next to the goodly elf?
- a decent mix of RP, traps, puzzles and fights.
- the adventure should not hinge on any single class or power base being present at a given time (except maybe for a guild special...)
- the adventure should challenge, excite and frighten the players. It is not a competition between you and them to see who is smartest

David


Pretty much spot on David! (wonder why wink.gif )

My main quibbles not included above or that need highlighting are lack of area maps, lack of a kit list, lack of set items, not putting the right info on page 1 in roughly the right size (to leave me room to comment)

Rob


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post Oct 5 2009, 07:15 PM
Post #83





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QUOTE(Rob @ Oct 5 2009, 07:59 PM) *
Pretty much spot on David! (wonder why wink.gif )

My main quibbles not included above or that need highlighting are lack of area maps, lack of a kit list, lack of set items, not putting the right info on page 1 in roughly the right size (to leave me room to comment)

Rob


I would add:

- For parts the party is going to talk to, bullet points of "key things your character knows"
Saves a huge amount of frustration when NPC parts go "err, yer, there's some goblins... I think".

L
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aaaarrrggh
post Oct 5 2009, 09:09 PM
Post #84


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I'd actually take out the in depth brief of the day. Unless it's hidden away at the back. In my experience a wall of text as the first thing in the dungeon puts off monsters and doesn't help with getting them to read the dungeon. Monsters rarely actually need to know the big picture, so I tend to hide this away at the back now so the really keen ones that want to can have a look but if they don't that's fine.


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DavidFisher
post Oct 6 2009, 06:15 AM
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1 more from me...

- props that require the use of power tools to make (more power...)

David
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post Oct 11 2009, 04:10 PM
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QUOTE(DavidFisher @ Oct 6 2009, 07:15 AM) *
1 more from me...

- props that require the use of power tools to make (more power...)

Agga agga agga!
"So I rewired it..."
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