Micro #27
24 февраля 2000
  Игры  

AD & D - DM'a Thoughts on the development of AD & D.

<b>AD & D</b> - DM'a Thoughts on the development of AD & D.
                Thoughts DM'a



   Thoughts DM'a after the next module.
After a few modules, I began to notice that in the case 
management some the same byaki. Unfortunately, not all of they 
could be blamed on well-known truth Gamblers - stacked. So I 
thought, and decided that it would be necessary to make a 
couple of thoughts "how best to make and carry out the module. 
Maybe someone other than me, they are also useful.


1. When you create adventyury must be clearly
represent the world in which it would be. If it is any 
kvaziselskaya terrain - need to know who lives there, who 
trades with whom and why they are not at loggerheads. If 
denzhen - from thence as many monsters and, again, as they are 
with each other coexist. Actually, if you think long in

this direction, the brains out of your ears will climb.
But the players love all sorts of stupid questions
ask.

2. To this end, the world thought out specific
plot, which is very useful to paint
as a graph or grid. Grid - no way out
in all cases, but allows, at
least, the most DM'u understand what he
a head and share. Because it can be
and this: it seems that all you cool and
smoothly and actually missed the elementary situation of "what 
exactly will be on the way to the castle and why it should be. "


3. The plot should be linear, it is necessary
include at least two ways to
each point. And then the players will always complain
that DM them "leads" and does not soak, the
whom they want.

4. It's wise to think about the possibilities for different 
classes. Get the largest here arise from the thieves. With 
warriors and everything is clear, mages and priests in general, 
as far as possible do what they want, and Behold the fate of 
the thief (if he is not manic-bekstebschik) depends entirely on 
the intentions DM'a. Tips: a thief can sneak up unnoticed,

climbing into inaccessible places, open locks, pull junk. It is 
easy to communicate with shady characters, but for ordinary 
people (And especially the guards) is suspicious.


5. The module should not be large. Its maximum length - two 
sessions (ie two collecting all the heap of players). And even 
in the this case it is better to split into two. Accordingly, 
you should not do more than five Encounter important and always 
needed to count time. There are several reasons: a) end module 
is still better before how someone would think to go on

side and b) the second time the same people can not meet (as we 
have - as generally is not going to), and c) we can also do 
some related modules for one of the world. This is called a 
campaign. 

6. Good attitude to seriously challenge -
1-2 on the module. Typically, players are more
like to do this nonsense, than to throw
blocks in the process of destroying the monsters. Well
Here they feel daysometnymi consoles.

7. Mobs also want to live. We must let
them so that was always a chance to soak the players (and then 
why would they attack steel). By the way, monsters are not 
stupid MS and also can do different things such as foul

Shooting in the eye. Actually, maybe
This idea just important for me. Just off
I have all the monsters some feeble. On the one
hand, the players feel sorry for the other - time
in combat is not enough, the roof goes. Let us
objective! Some creatures do
difficult even to scratch, no matter how bent
Fingers MS. In general, the goal of a normal module - no 
cooking salad monsters. 

8. Should make mobile Encounter. Walking Dead informant, not 
tied to site-specific cave sdyhayuschy in any arbitrary 
geographical point of a dragon. Otherwise, you wait, the 
players will go there and then, as luck would have they just 
not go there wish. Incidentally, this problem is very easy

can occur if the module was developed with the participation of 
maps of the terrain. And anyway, if so the party went the wrong 
way, nice to have in reserve Encounter "And now you get lost 
... " 

9. A little more magic. It is entertaining. And then (y
I) is often one of the mages of MS-warlocks.

10. Around, oddly enough, people live and
other creatures (ie NPC). More
of them, even if it does not play a big role in the story, you 
need to think in advance. If you are a few DM'ov - at once tough

spread that there was no grandmother, suffering from multiple 
sclerosis (grandmother were two). Detailed study NPC is not so 
necessary, can be at the level of character, a pair of 
attributes and broad skills. Spare NPC, incidentally, can 
Players slip the unexpected (for DM'a) development of the plot.


11. Long did not throw the dice boring. And the hands
numb. This I mean that quite often
meet clean "sloveski, without any
rules. Well, this is, of course, someone like that. And anyway, 
sometimes (in the train, for example) that messing around with 
leaves and cubes of hard. But, in my opinion, a good game has 
not done so. 

Here are the brilliant ideas hang me
on the wall:

More than 5 players - not a band, and the crowd.
Crowd modulo do not go.

If the players do not go to the Encounter, let
Encounter go to the players!

Stronger need to be friends monsters. A
the main thing - intelligent.


Text taken from Inet'a. Processed 25/02/2000





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AD & D - DM'a Thoughts on the development of AD & D.

AD & D - description of all the standard collection of magical items and spells AD & D.

AD & D - a variety of monsters for your campaign, "Dragons Dungeon."

AD & D - descriptions of monsters AD & D (Part 4).

Chronicle of Arda - Black Chronicle of Arda.


Темы: Игры, Программное обеспечение, Пресса, Аппаратное обеспечение, Сеть, Демосцена, Люди, Программирование

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