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What do you like most about adventure creation?

Started by Mystery Man, September 27, 2006, 01:32:11 PM

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Mystery Man

Creating new NPCs? The story? Making fantastic environments with which to kill your players?

I get geeky warm fuzzies when I generate treasure. I don't know why.
 

Caesar Slaad

Villains (including mechanical crafting of a finely honed adversary) and ruses/betrayals/surprises.

:evillaugh:  Muahahahaha!
The Secret Volcano Base: my intermittently updated RPG blog.

Running: Pathfinder Scarred Lands, Mutants & Masterminds, Masks, Starfinder, Bulldogs!
Playing: Sigh. Nothing.
Planning: Some Cyberpunk thing, system TBD.

jrients

Jeff Rients
My gameblog

fonkaygarry

I'm with Slaad.  I love setting up a situation that lets the PCs slowly figure out who to trust and who to fear just before I knock over that whole house of cards with a well placed assasination, invasion, arson, cow-tipping...

Even in my IH game, I made sure the PCs had a view of the Big Bad that made him seem like a big meanie.  Then I made sure they saw that his mercenary army was the only thing imposing order on the continent.

For my next game, WFRP, I'm going to introduce the PCs into a spider's web of crime bosses, minor royalty, cops, trade houses and cults.  The most dangerous villain in the game will likely be the one the PCs go to for help.  The one character who can be trusted is the most likely to end up dead at their hands.  If the PCs want to resolve the main plot, they'll have to find a way to unite as many of the powermongers as possible.
teamchimp: I'm doing problem sets concerning inbreeding and effective population size.....I absolutely know this will get me the hot bitches.

My jiujitsu is no match for sharks, ninjas with uzis, and hot lava. Somehow I persist. -Fat Cat

"I do believe; help my unbelief!" -Mark 9:24

Sosthenes

Anticipation. I don't write an adventure exactly for the players, as this often looks quite artificial, but sometimes you'll just see your friends before you how they'd react to that certain situation/trap/NPC you're currently crafting. And getting disappointed is as good as being right...
 

Sigmund

When my players, after finishing it, say, "Wow, that rocked."
- Chris Sigmund

Old Loser

"I\'d rather be a killer than a victim."

Quote from: John Morrow;418271I role-play for the ride, not the destination.

flyingmice

The fact that I didn't create it alone - that all my players created it by their actions.

-clash
clash bowley * Flying Mice Games - an Imprint of Better Mousetrap Games
Flying Mice home page: http://jalan.flyingmice.com/flyingmice.html
Currently Designing: StarCluster 4 - Wavefront Empire
Last Releases: SC4 - Dark Orbital, SC4 - Out of the Ruins,  SC4 - Sabre & World
Blog: I FLY BY NIGHT

David R

I like creating "situations" for the pcs to react to.

Regards,
David R

Akrasia

Developing plot-lines and new developments based on the PCs' past actions.  (Disturbing surprises are de rigueur.)
RPG Blog: Akratic Wizardry (covering Cthulhu Mythos RPGs, TSR/OSR D&D, Mythras (RuneQuest 6), Crypts & Things, etc., as well as fantasy fiction, films, and the like).
Contributor to: Crypts & Things (old school \'swords & sorcery\'), Knockspell, and Fight On!

Abyssal Maw

My favorite thing is creating strange and mysterious places for the players to explore.
Download Secret Santicore! (10MB). I painted the cover :)

Mr. Analytical

Quote from: Abyssal MawMy favorite thing is creating strange and mysterious places for the players to explore.

You'd think we could get through one thread without mentioning Abyssal Maw's arse... but no :(

Abyssal Maw

Download Secret Santicore! (10MB). I painted the cover :)

Settembrini

Love to calculate GDPs and set up the military forces and space navies. Also love to calculate manorial income and number of mounted knights per kingdom.
If there can\'t be a TPK against the will of the players it\'s not an RPG.- Pierce Inverarity