tag:blogger.com,1999:blog-4143435314932633148.post8621791333905830466..comments2024-03-28T00:41:13.514-07:00Comments on B/X BLACKRAZOR: On (the Game of) Writing Adventures JBhttp://www.blogger.com/profile/03263662621289630246noreply@blogger.comBlogger12125tag:blogger.com,1999:blog-4143435314932633148.post-7729971680684537002019-09-28T09:16:24.663-07:002019-09-28T09:16:24.663-07:00"I have names of people, places, creatures, p..."I have names of people, places, creatures, plot ideas, notes, but no adventure is written up." <br /><br />That is the adventure. Venger Satanishttps://www.blogger.com/profile/04447932700800930510noreply@blogger.comtag:blogger.com,1999:blog-4143435314932633148.post-2520482333590875712019-09-26T09:28:33.053-07:002019-09-26T09:28:33.053-07:00(Ha! I actually see now that the title of my post ...(Ha! I actually see now that the title of my post is “writing adventures!” Sorry...I’m ridiculous)JBhttps://www.blogger.com/profile/03263662621289630246noreply@blogger.comtag:blogger.com,1999:blog-4143435314932633148.post-63862690089511468542019-09-26T07:37:20.217-07:002019-09-26T07:37:20.217-07:00Hmm...I didn't use the phrase "writing ad...Hmm...I didn't use the phrase "writing adventures" in this post ("designing adventures," yes). If I did so in a prior post it was a misnomer as I don't actually "write" much at all when crafting scenarios.<br /><br />Though, for this little exercise I *will* be trying my hand at actually writing it up...for sale, in this case.<br /><br />AD, I'm familiar with your dislike of D&D as a system, so I'm a bit surprised you've done any DMing of it at all (that's not meant as a jab). Now I'm super curious as to your history with the game. Which edition did you come in on? Mentzer? 2nd edition? Did you come to it through a different "gateway RPG" that taught you things like monsters and treasure were unimportant? I agree that the differences in our perspective are very interesting...from my point of view, the monsters and treasure aspect of the game are the *most* important elements of the game's setting!<br /><br />Anyway, would like to hear more...either here or on your own blog.<br />: )JBhttps://www.blogger.com/profile/03263662621289630246noreply@blogger.comtag:blogger.com,1999:blog-4143435314932633148.post-30827581094016628942019-09-26T07:20:04.800-07:002019-09-26T07:20:04.800-07:00I understand that you're only referring to D&a...I understand that you're only referring to D&D. or more specifically how you think about D&D Adventures, but it still strikes me as interesting that our approaches differ so much. <br /><br />Treasure, Monsters, etc., even when I have run D&D these are pretty much the very last things I think about.<br /><br />Well, I might think of a cool monster I read about in a folklore books or a neat idea for a magical item that is more clever than powerful, but they are nowhere near the focus of my scenario design such as it is. <br /><br />Also, just the phrase 'Writing Adventures' is fascinating to me. Do people do that? Actually write down the adventure they're going to run? How exactly? Like an old module? Many, many thoughts on this. Adam Dicksteinhttps://www.blogger.com/profile/04840144928096089178noreply@blogger.comtag:blogger.com,1999:blog-4143435314932633148.post-17314515905428007302019-09-25T10:21:43.877-07:002019-09-25T10:21:43.877-07:00Hmm...on the other hand, I just spent the last cou...Hmm...on the other hand, I just spent the last couple hours combing through three editions of Mutants & Masterminds as well as a PDF of the revised True20 core rulebook, and I find ZERO MENTION of the "milestone" advancement, nor even the term "milestone." All of them seem to use DM fiat as a method of advancement, which is not quite the same thing. Can you cite a reference for me, Tim?<br /><br />Guess I *am* a bit more original.JBhttps://www.blogger.com/profile/03263662621289630246noreply@blogger.comtag:blogger.com,1999:blog-4143435314932633148.post-60473438627608080522019-09-25T09:18:18.095-07:002019-09-25T09:18:18.095-07:00@ Tim:
Have never actually checked out True20; I ...@ Tim:<br /><br />Have never actually checked out True20; I don’t remember the mechanic in M&M, but that makes sense if I took it from there (since I first picked M&M up in the summer of 2010 *after* getting Saga Star Wars). Huh...that’s pretty wild. I’ll have to go back and take a look.<br /><br />The idea of “leveling up” upon completion of a quest isn’t anything new; there are AD&D adventure modules that suggest all characters earn a level upon completion (I believe Tomb of Horrors is one). However, I thought my use of the term “milestone” and linking the mechanic to life events (which we commonly call “milestones” in a person’s life) was fairly original.<br /><br />Just goes to show...I’m not nearly as original as I thought.<br />; )JBhttps://www.blogger.com/profile/03263662621289630246noreply@blogger.comtag:blogger.com,1999:blog-4143435314932633148.post-68637190414654820992019-09-25T08:57:09.436-07:002019-09-25T08:57:09.436-07:00@ AD:
In case it was unclear, I’m only talking ab...@ AD:<br /><br />In case it was unclear, I’m only talking about adventure design in D&D. My approach to other games I’ve run (from various supers games to D6 Star Wars to Vampire and Ars Magica) have been VERY different and “non-formulaic” (usually PC-driven)...although I personally wouldn’t judge them to be as successful as my D&D games (my players may have differing opinions).JBhttps://www.blogger.com/profile/03263662621289630246noreply@blogger.comtag:blogger.com,1999:blog-4143435314932633148.post-9206088940806012432019-09-25T08:47:52.318-07:002019-09-25T08:47:52.318-07:00And I sit squarely in the middle. I like creating ...And I sit squarely in the middle. I like creating worlds and NPCs but having a mechanical skeleton or framework to build off of helps to get the juices flowing. I've learned that for me, I really need to have tools and structures to use and repurpose.Monkapotomushttps://www.blogger.com/profile/15863829877299943297noreply@blogger.comtag:blogger.com,1999:blog-4143435314932633148.post-88737643430422600302019-09-25T07:26:12.679-07:002019-09-25T07:26:12.679-07:00Well great...now I need to write a post about Adve...Well great...now I need to write a post about Adventure Design or my lack there of. Thanks JB. ;)<br /><br />We definitely do things differently and much of what you don't like about DMing is why I sit down to GM in the first place: Campaign Design, World Building, and Creating Interesting NPCs.<br /><br />I haven't 'written' an adventure in nearly 35 years. I have names of people, places, creatures, plot ideas, notes, but no adventure is written up. How could it be? I have no guarantee which way the PCs will go or what they will do.<br /><br />This is a fascinating read. As was a recent post on Gnome Stew reviewing Encounter Theory: The Adventure Design Workbook. <br /><br />Incredibly interesting to me to see how the other half lives. So to speak. Adam Dicksteinhttps://www.blogger.com/profile/04840144928096089178noreply@blogger.comtag:blogger.com,1999:blog-4143435314932633148.post-67748952812576038072019-09-25T05:55:50.210-07:002019-09-25T05:55:50.210-07:00IMO, any true-to-origin adventure wherein GP = XP ...IMO, any true-to-origin adventure wherein GP = XP *must* begin w/ a treasure budget. Do you want each PC to level from this adventure? Or is this a side-quest where they gain half a level. When you know the level range you are designing for, the average amount of XP for a character to go from X level to Y level must then be referenced. Some multiplier of this number (1/4th, 1/2, 1, or maybe even 2 if the place is vast and you don't think they'll explore the whole map) is then multiplied by the number of characters the adventure is designed for. This final number is generally shocking to people who don't a) play in GP = XP games and b) don't understand how to run an economy that places big demands on rich adventurers. In other words, I support formulas at the very beginning of adventure design. They are, IMO, an essential step.Anthonyhttps://www.blogger.com/profile/00887182346953090322noreply@blogger.comtag:blogger.com,1999:blog-4143435314932633148.post-22006258911984546882019-09-25T04:57:19.016-07:002019-09-25T04:57:19.016-07:00I'll check out that script writing resource yo...I'll check out that script writing resource you mentioned.<br /><br />Milestone advancement though goes back pretty far. True20 had it in 2005. Mutants & Masterminds had it in 2002. There were some others in the 90s, but I can't recall them right now.<br /><br />There is nothing wrong with a formulaic approach. Like you said it allows the mechanics to take care of themselves and you can focus on creativity.Timothy S. Brannanhttps://www.blogger.com/profile/02923526503305233715noreply@blogger.comtag:blogger.com,1999:blog-4143435314932633148.post-55276434166976540902019-09-24T14:29:26.476-07:002019-09-24T14:29:26.476-07:00I agree with pretty much everything here. I get ti...I agree with pretty much everything here. I get tired of hearing how important "role playing" is in the game. World building is nice, as an outline, but it's not even necessary. The fun, for me at least, is in the exploration and accrual of experience/treasure/weapons/magic. pugbuddyhttps://www.blogger.com/profile/07044565757701097331noreply@blogger.com