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Groups >> Light Brigade Social Club >> Forum >> July is World Adventure Writing Month

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POSTED BY: Ben_McFarland on May 28, 2008
July is World Adventure Writing Month
Sounds like a good opportunity to jump at a project that might have been in the back of your head. Gygax said that a master GM should keep a scenario in the back pocket, this could be yours... take a look, and we can talk through the process, maybe walk through the steps:

http://jrients.blogspot.com/2008/05/july-is-worldwide-adventure-writing.html

-Ben.




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POSTED BY: TadK on May 28, 2008
I can be in

 

It has been a while since I did any adverture creation

Have you found an actual site or link or is it a bit more free form? 





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POSTED BY: blinovitch on May 31, 2008
I meant to do this last year, but let the loss of a writing partner get me down. Fortunately, I have two adventures to have ready for the end of July, so I'll be making up for lost time this year.




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"'Eureka' is Greek for 'this bath is too hot.'"
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POSTED BY: Ben_McFarland on Oct 27, 2008
So, I didn't get to do this in July...

I had to stretch it from July into August. :)

And I wrote an 8000 word adventure for Wolfgang Baur's _Tales of Zobeck_.

So, how did the process begin?

I received the adventure summary that would serve as my outline for the adventure.

Then I broke that outline down into encounters and gave each encounter a projected word count, considering boxed text, encounter setup, stat blocks and post-encounter development.

Then I punched out my stat blocks, knowing how time and wordcount consuming they can be, and wanting to have plenty of time to both scrub them for aspects that wouldn't play well, and to better know what my remaining wordcount was.

Then I dug into my text, starting with a short 2 to 3 paragraph description of each encounter, and then developing it out from there. I went hunting for images and real world locations on wikipedia to help inspire me. As a part of this, I also sketched out maps of each encounter-- this is important because you want the terrain to augment the battle for the better, to improve the experience and give creative players something to work with through the combat. I'm thinking of a particular battle in _Keep on the Shadowfell_ with pits and narrow plank bridges as a good example.

From there, you move on to the polish and playtest phase, seeing how mechanics work, how EL choices scale, how design plays out on the tabletop. This is crucial. Without a playtest, you're just operating on the theoretical level, and you'll miss things-- there are at least 4 player brains to your 1 writing brain. They're going to find loopholes you missed.

Finally, you have a short revision period, scrubbing that text one more time, adjusting with the notes from playtest, and fixing what needs it.

Always remember-- the enemy of good is perfect!

-Ben.




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Dec 1, 2008


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