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 Post subject: Great Post on Designing New Level 0 Funnel Adventures
PostPosted: Sat Jun 23, 2012 7:27 am 
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Deft-Handed Cutpurse

Joined: Thu Jun 09, 2011 7:05 pm
Posts: 261
Location: Central Vermont
Over on RPG Geek: http://rpggeek.com/thread/819350/design ... adventures

It is follow up to the wonderfully summarized session reports listed here: http://rpggeek.com/forum/1029567/dungeo ... e/sessions

Makes me wish I could go join their group!


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 Post subject: Re: Great Post on Designing New Level 0 Funnel Adventures
PostPosted: Sat Jun 23, 2012 8:36 am 
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Cold-Hearted Immortal
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Joined: Fri Jun 26, 2009 5:42 am
Posts: 2236
Location: Chicago suburbs
Both links were quite enjoyable.

The rules to design zero-level adventures was quite well thought out and really gives insight as to how to do it.

The synopsis of adventures is cool because the players start out clueless and you can see them climbing the learning curve as they figure out how not to die quickly and painfully.

Nice catch on the posts!

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DCC Minister of Propaganda; Deputized 6/8/11
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DCC RPG playtester 2011, C&C playtester 2003,T&T since 2003,
ADRP Since 1993, OD&D player since 1975

"The worthy GM never purposely kills players' PCs, He presents opportunities for the rash and unthinking players to do that all on their own."
-- Gary Gygax
"Don't ask me what you need to hit. Just roll the die and I will let you know!"
-- Dave Arneson


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 Post subject: Re: Great Post on Designing New Level 0 Funnel Adventures
PostPosted: Mon Jun 25, 2012 9:40 am 
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Hard-Bitten Adventurer

Joined: Sat Jul 02, 2011 5:44 am
Posts: 149
My favourite referee advice:

1) Only roll dice when it is absolutely necessary (e.g. there is something to lose).
2) No second tries (unless in combat, where time is of the essence).
3) Roll once for each plan (not once for each part of the plan). If the plan takes a long time, simply roll at the critical juncture (with degrees of success or failure allowing for partial gains or sacrifices). This is an excellent rule stolen from Burning Wheel.*
4) Use at least three of the five (or six!) senses to describe each and every scene.
5) Make each NPC ugly (in a unique way!) and make each NPC know another NPC (to tell the players on their first meeting). Soon you will have a network of memorable NPC's.
6) Put PC's in a tight spot regularly, but if they come up with a good way out, happily allow it to them. I disagree with the advice to "balance" encounters, or to always let the players pick their own poison. In my last OD&D campaign, the very first monster the first level players encountered was a dragon (they dealt with this intelligently and all survived).**

* For example, if a player plans to sneak up to the tower, climb the parapet, avoid the guards, overhear the enemy's plan and sneak back, I would just have him roll when once (when he is hanging from the edge of the crenellation and the guards are strolling by).

** They immediately thereafter entered a dungeon, thus completing the entire theme of Dungeons & Dragons within the first five minutes!


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 Post subject: Re: Great Post on Designing New Level 0 Funnel Adventures
PostPosted: Mon Jun 25, 2012 11:16 am 
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Cold-Hearted Immortal
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Joined: Fri Mar 10, 2006 3:46 pm
Posts: 2271
Location: Left Coast, USA
Galadrin wrote:
They immediately thereafter entered a dungeon, thus completing the entire theme of Dungeons & Dragons within the first five minutes!

I <3 that.

...is that too girly of me?

Nice, condensed list. :D

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Gnome Boy (a.k.a. "Jon") • DCC play-tester @ DDC 35, Feb 2011. • Beta DL 2111, 7:00 AM PT, 8 June 11.
Playing RPGs since 1977 • Quasi-occasional member of the Legion of 8th-Level Fighters - Holds the power to play gnomes at will!

Here Be DCC Monsters...

General Yoros, Warrior, Str 13, Agl 8 (10), Stm 17, Per 13, Int 11, Lck 8; Law, HP 39, AC 17, R+2, F+4, W+2, band/shld, warhammer, longsword, longbow, pitchfork

Han Dee, (Weaver) Neutral Thief, Str 10, Agi 13, Stm 11, Per 11, Int 15, Lck 14, AC 13 (Leather), HP 25, Luck Die d6, Backstab 3, Sneak Silently 10, Hide In Shadows 9, Pick Pocket 10, Climb Sheer 10, Pick Lock 9, Find Trap 9, Disable Trap 9, Forge Doc 10, Disguise 3, Read Lang 5, Handle Poison 3, Cast Scroll d14+2, birth augur (Born under the loom) +1 to all skill checks (including thief skills), Banepicks (auto pick lock/disable trap, but lose 1d3 random ability loss, if a 3 then 1 pt is perm)


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