Micro #27
24 февраля 2000 |
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AD & D - 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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