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Furbitor
04-20-2009, 09:48 AM
I seek today to perhaps give our game devolpers a little boost, a helping hand sort of thing.

Perhaps I am being overly cynical when I see our new content of late following a set pattern. So I went out into the internent to seek tomes of wisdom greater than my own, from sage Dungeonmasters who been at it for decades.


I was looking for help in what makes a good or great campaign.... or quest.

I believe are my long search I found such a tome, scribed into exsistence by a DungeonMaster Yax into a arcane .pdf document. Spending many cold nights under a Yeti's hide while running water drips on me I was able to decypher this crusty Tome.

Seeking Further Knowledge, I contact this sage being and obtained permmission to post some to all his years of effort in the forum, as Long as I gave credit where due and a link to his website. This tome is free... to all that wish to study it, brief, for all such things are better when less is more...
and available here:

http://www.dungeonmastering.com/campaigns-adventures/instant-campaign-builder-official-release

I have spoken about the bane of the linear-map quest design. Please look upon this wisdom:

Improvisation
The tools and tips described in the Instant Campaign Builder Project can only
be used successfully by a dungeon master willing to improvise... A lot!
Your D&D game will become more unpredictable, entertaining
Going with the flow and making stuff up on the fly is a good thing. I believe
that it is beneficial to a D&D campaign. If you can keep the quality of
improvised scenes high it should make your players feel like their characters
can do anything and go anywhere. The gaming experience is definitely
enhanced.
The DM’s paradox: prepare for improvisation
As paradoxal as it may seem improvisation can be prepared! I personally
improvise anywhere from 0% to 100% of any given D&D game depending
on what my unpredictable players decide to do. I must admit that sometimes
they will notice that I improvise but only when I don’t follow my own advice
(nobody’s perfect!).

So here are some handy tips to keep your campaign railroad free and your
players impressed.
How to make improvization seem planned in 14 easy steps
1. Extra maps
• Print random maps and floorplans. If the PCs veer off-course you
can use your spare maps as a foundation for the unexpected
direction the players chose. Here is a link to 387 free D&D maps.
You can also use a random dungeon generator. I like Jamis Buck’s
dungeon generator.
{Furb sez :Random maps... Inside quests that give us multiple paths to move explore and adventure. Any quest can be fitted with a several paths that branch off the "main" path, but return to the final goal, and they can be outfitted with varying monstertypes and obstacles.. }

2. Name list
• Print a long list of random names for NPCs that you have to create
and introduce during the game. You can come up with names
yourself but if you don’t feel like spending the mental energy you
have other options. For a ridiculously long list of names you can
check out a baby names website. You can also use WotC’s name
generator for more fantasy targeted names.
{Furb sez: Random npcs? Sure! why not? anything that means sameoldsameold is doomed... and really, why cant we hunt down those pesky npcs once in a while instead of them being nailed to one location?}

3. Geographic locations list
• Print a list of geographic location names. To come up with such
names, look up a world map - yes, the real world - or use any
random name. I often use professional athletes names for places.

It’s a trick I picked up from one of my first DMs who had our
characters explore the Bagwell Tower (Check out Jeff Bagwell’s
statistics). In my current game, some of the action took place on
the shores of the Ovechkin Sea (Alexander Ovechkin’s career
stats). This works better if your players don’t like sports!
{Furb sez: I must admit my head hurts thinking about this wisdom. it for now must be of limited use or for those with greater powers than myself. Skip!}


Business list
• Print a list of random fantasy business names from Hack Slash. A
good name makes every random inn or shop the PCs visit seem
more important.
{Furb sez: A name of a shop doesnt seem to bother me much, but what I see is random inns and shops! Perhaps the concept of a shop that come and goes.. teleporting itself to different locals... making us hunt the wares of the elusive shopkeeper)

Think in scenes
• You can divide your games in scenes. An encounter is usually a
scene. For each scene you should have a beginning that hooks the
characters into the scene, a middle where information and clues
are gathered, or monsters fought, a climax, and then an ending. If
your players opt for unexpected destinations you can still use a
hook or scene resolution idea from scenes that haven’t been
played out yet. You can then redesign the scenes from which you
borrowed material later.
• More on scenes on page 23.
{Furb sez: What a boon! Our current quests are already scenes. Now if only we can have unexpected destinations to go to.. or something that really makes us run it again and again!}


Extra encounters
• Read about 1 or 2 monsters in the Monster Manual and bookmark
the page(s). If an unexpected scene calls for an encounter you can
easily throw a creature at the party. If the creature you had chosen
doesn’t quite fit the situation, just change the appearance of the
creature and keep the stats. That way you don’t have to research a
new monster during the game.
{Furb sez: Holy cow my pally friend!! Random mobs or even random rares! and even Level adjusted for the quest!}


7. Outline
• Having a clear outline of your whole campaign will help you
improvise because you can base your decisions on the big picture.
A good campaign outline will allow you to improvise better
between the major events in the campaign - even if the characters
are not acting as expected.

8. Side quests
• Having a side quest ready will give your players the feeling that
they can follow any lead and find a well prepared DM. I often
used pre-made adventures for side-quests. Here is a list of 83 free
D&D adventures.
{Furb sez: having a deep pool of prefabricated maps used for sidequests or pathing of a main quest, to be randomly selected will give the playerbase a new gaming experience each and every time they enter a dungeon. Use free maps available online or anywhere! it would take no time to code it in for the extensive pre-fab quest sectons to piece them together. just simply add the random spawnpoints and or loot -quest items.}

9. Give players loot
• My players are suckers for loot. It will take their minds off the
details of the adventure for a few minutes. I personally roll
treasure at random after encounters - and that takes very little
preparation!
{Furb Sez: LOOT!!! Loot appropiate to level would be a huge hit.}

10. Quirky NPCs
• Quirky, well-roleplayed, and unique NPCs hint at goodpreparation by the DM. Keep a list of NPC quirks handy.
Anything will do: Excessive good humor, always mumbling,
annoying vocal habit. The point is not to win an oscar. Johnn Four
from RP Tips wrote this great article on NPC quirks that lists 40
NPC quirks. You should print that list.
11. Take notes so you don’t forget
• It’s easy to forget stuff you haven’t really planned. Being a note
fiend is a good thing.
12. Extra traps
• This is not my area of expertise. I keep a sourcebook called Book
of challenges handy for improvized traps but I rarely use it. Pitting
the characters against an elaborate trap can keep them busy
though.
13. Plant info on the fly
• If you have a good idea of where your campaign is heading you
should be able to plant clues that will help the characters achieve
their main objective. You can plant information that you know will
be useful only at the very end of the campaign if the opportunity
arises. If your players have a good memory and take good notes,
they could use that planted clue 5 or 6 games later and be very
impressed by your DMing skills. More on planting on page 28.
{Furb sez: Quest that need info? I cant just smash and grab?
How about quest need to have items collected, and use them too? Like the runes in tempest spine, they arent just options, they have become nesscessities. putting in more thing to do collect and hunt, with obscure or obvious help to the party, so they can be spawned into the random locals of the multi-path dungeon, will enhance gameplay.}

14. Take a break
• Something utterly unpredictable happened? Take a break and
organize your thoughts. It’s not ideal for the gameflow but it sure
beats looking unprepared.
Reader Suggestions – Jill Seal says:
One further step I’ve found useful. As soon as possible after the end of the
game session I go through my notes and work out whether the improvised
people, places, and objects could have a deeper relevance. Can I weave them
more tightly into the story? Did the players come up with ideas about them
that I can decide are true? Is there anything that needs to be elaborated or
decided on?
{Furb sez: break? you don't need no stinking break back to work!!!}


and this is just some of the bits and pieces of wisdom I found in this tome... I can only pray that any Dev working in DDO will take the 5 to ten minutes out of his day to read this free document. It can only mean the betterment of us all.


http://www.dungeonmastering.com/campaigns-adventures/instant-campaign-builder-official-release

Furbitor
04-20-2009, 11:54 AM
Campaign Outlines

Railroad vs. Outline
I always want to plan badass campaigns and memorable scenes but I don’t
want to force the players into a linear storyline. That’s where a good outline
comes into play.

An outline defines major events in a campaign. A railroad
determines how characters spend their time between major events
in a campaign.

Outline graphic
When I plan my campaign I will outline the main events like this:

http://i637.photobucket.com/albums/uu93/furbitor/outlinedm.jpg





The PC party is loosely tied to the main quest. However if the players choose
to be passive towards the main quest, the events still take place - the
antagonist still suffers a setback but to the hands of other characters, not the
PCs. The PCs can be witness to these events and jump back in the adventure
if the opportunity arises.
The PCs can also be active in 2 side quests. They might not be drawn into
these side adventures but they might be around when these events unravel
and they could end up taking an active part in them - willingly or not.

By having a loose campaign outline the world around the PCs comes to life.
The players are free to jump from one storyline to another and the multiple
stories could even culminate into one action-packed chaotic finale!
{Furb sez: Freedom? to move from one storyline to another in the same quest?}

Do I have to prepare 3 adventures?
No! I think of these storylines in scenes. In my opinion it is the key to
creating unforgettable games.

Furbitor
04-20-2009, 12:24 PM
Scenes

The LOCK technique
I read about the LOCK system in a fiction writing book and quickly figured
that it would be useful for my D&D game planning. According to this system
here are the 4 elements of a scene:
• Lead
• In a roleplaying game the leads are the PCs. Rich, well-fleshed out
PCs can trigger great scenes. If you plan a scene around the
characters in the group, chances are your players will enjoy it. The
lead can also be an interesting NPC, a strange location or a special
object like a precious artifact.
• Anything that grabs your players attention is a good lead. When
planning a scene just ask yourself Why would my players or their
characters care? A lead has to be interesting enough to make
everyone in the party care.
• Objective
• Once you have a strong foundation for your scene (the lead) you
can work on an objective. What will the characters want to do? If
there is no clear course of action stemming from the lead, it might
be a good idea to plant clues in earlier scenes that will allow your
players to react to the present scene and decide on an objective.
• Note that the objective should not be set by the DM, but rather by
the characters.• Conflict
• Having set an objective, the characters move on, but something
opposes them. An NPC, a monstrous creature, their environment,
themselves, anything. As long as the PCs face a challenge before
they reach their goal you’re all set.
• Knockout (or Kick ass)
• Your players were intrigued, decided on a course of action, and
their characters overcame obstacles to reach their goal. What’s
next? The knock out! The end of the scene has to be memorable.
No matter what the scene is about, there is always a way to spice it
up. Even if the PCs just vanquished an uber-villain they can
stumble upon some mysterious fact or witness a strange event that
leaves them wondering.
• The knockout can also consist of resolution. Your PCs have just
achieved one of the main goals of the campaign? Reward them
accordingly and it should make the scene memorable. Let the
characters bask in their own glory. But even if you choose this
option you can squeeze an unexpected twist in the celebration.

Planting

So you’ve been preparing a brand new campaign. You have an outline, you
drew up a few interesting scenes, and you might even have a cool prop for an
upcoming game. What now? Well, it’s time to plant some information, clues
and hints.
Going over the scenes that are likely to be played first and adding
information that the characters will need later in the campaign is called
planting, and it can make good games great, or great games unforgettable.
{Furb sez: its not so difficult as it seems to "plant" quest items, hints, goals and stuff in the random generated pathways, or in static quest areas. Simply have spawnpoints for such things look at a table of such items or things and have them pepper the quest with unknowns. For instance, if a particular quest needs 5 items to help overcome the goal, then have in the table 10 such items, (bell, book, and candle anyone?) that it can randomly scatter across the multi-paths.}

Why is planting great?
• Your players will feel that you have everything planned and under
control.
• Your scenes will be rich and detailed.
{Furb sez: players can zerg like crazy too, just for limited help from not aquiring said objects goals}
• Your players will feel good about themselves when they work their way
out of a tough situation or solve a puzzling enigma thanks to some
“random” item, or clue they found 5 games earlier.

How do I plant?
I think there are 2 main elements to planting effectively.
• First of all I try to plant a lot of information the PCs might use, but none
they have to use. A lot of time might pass between games and I don’t
want them to die horribly because of an out-of-game factor (time).
• I try to plant some information, items, or clues that are useless.
Sometimes the PCs actually find a way to use them! Sometimes it
remains what it what meant to be: just a diversion so the actual clues
don’t stand out too much.The positive side effects of planting
The planting phase of the campaign planning is one of my favorite. I usually
think of dozens of cool scenes or events as I go back over the scenes I have
already designed and add details.


{furb sez: This work is free for all at the website below}
http://www.dungeonmastering.com/campaigns-adventures/instant-campaign-builder-official-release

Furbitor
04-22-2009, 09:56 PM
I came across a forum post from a person seeking to share what they liked about their game:

Arcanum is still my favorite RPG. I have played a ton and I even have some I haven't played yet lol. I own alot of games and movies. The reason I loved Arcanum so much was because what you did and said actually made a difference in how the world percieved you. You would talk to an NPC and you could answer a bunch of different ways which would lead you in all different directions and effect alignment.Your alignment actually mattered much more. In most RPGs it seems like the quests are not made up in a tree like map conversation. Usually you talk to an NPC and use up all the options to talk to get as much information as you can, and go on with the quest. In Arcanum there are a bunch of ways to get thru a quest and how you do it effects things in the world. I suspect this is why the game was so buggy. Must be difficult to weave all these conversation trees, quests, and reactions together. Because of all this, the game had incredible replay value. The game had multiple endings. I know some games have that but this game had multipl endings and paths everywhere along the way. Not just the end. And I loved the technology verses magic deal. I loved the music and the setting of the game.

Is there any other RPGs out there that have this kind of multi-path quests and conversations? Some RPGs are so bad that you just go up to the NPC to talk and have 2 options only. Which are something like, "ok I'll do it" or "Sorry, I have to go now". Which is basically a yes or no to accept the quest. How boring. You play the game once and uninstall it. You can play Arcanum 5 times and it will be a different adventure each time.
Before it came out here was alot of anticipation that it would be awesome. After it came out ot dodn't seem to do so good I think because of so many bugs. It's unfortunate because I would have liked to see some full on big modules.

This is what I am talking about guys.. Immersion.

here is some from its wiki:

Open-world design
Arcanum's large, free-form world bears many similarities to Fallout with regards to the sparsity of towns, cities or other locations of interest, however Arcanum's map is much larger than Fallout's due to the fact that it takes place on an entire continent rather than a limited stretch of coastline. The travel system however has some things in common with the Elder Scrolls series in that the world can be travelled across in-game, without the use of the world map, and that the game doesn't rush the player into pursuing the main quest.
Non-linear design
Arcanum is an example of a non-linear role-playing game. At various points throughout the game, players may take the story in different directions, sometimes permanently removing different paths of action. The game's central quest ultimately develops according to how players navigate its dichotomies, the most apparent being that of magic and technology.


Furb