Design Considerations

From Eradain
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I was reviewing my accumulated RPG lore and came across this general wisdom copied from some source long ago. My saved document is dated 2003. I am calling this Design Considerations, but it also seems appropriate to running a tabletop campaign.

 

  1. Be sure to have a variety of challenges for all character/player types.
  2. Increase the difficulty of the challenges by including some that are in gray areas of morality and have no clear cut right or wrong answers.
  3. Make certain players and characters are aware of the consequences of their actions and award Alignment shifts as warranted.
  4. Make sure the world about them isn't static, whether it be to modify the areas with something as little as a few chickens to a merchant complete with cart.
  5. Create recurring characters with memorable names so that the players can begin to identify with their world.
  6. Especially important in early stages of a campaign, throw out plenty of plot hooks and see which ones the players are attracted to.
  7. As NWN module building takes a deal of work, don't be afraid to ASK the players which direction they'd like to go "NEXT TIME" if you don't get adequate feedback any other way.
  8. Design early adventures in a linear manner, especially if the party is inexperienced, as this will give them opportunity to learn their abilities, strengths, and limitations.
  9. Give each character type an opportunity to shine.
  10. Have players create background stories for their characters and meet with them or discuss modifications to make it fit into "your" world. This one usually is a treasure trove of adventuring ideas and gives you insight into what the character's motivations are.
  11. Place a DM Wand, an Effects Wand, and an Emote Wand in every NPC's inventory. Put a Torch and non-droppable money in as well.
  12. Use the TELL to let individual character's KNOW something no one else knows.
  13. Give them a few "safe spots" to discuss things and gather thoughts together as the adventure progresses.
  14. Let the players KNOW you will reward experience points on INDIVIDUAL MERIT.
  15. Never let them develop a BRUTE FORCE beats all strategy.
  16. Have multiple solutions for some problems.
  17. Manipulate tilesets for YOUR ends...adjusting colors and fogs can give you some places that look much different from their intended purpose.
  18. Hiding the map. Sometimes you don't want players to see the whole area? We can't turn off the Mapping feature, but if you take the underground area and go into advanced features you can make it an exterior, natural area and it will not display the entire map. It'll reveal a little at a time. I'm pulling this from memory as it's second nature for me to use.
  19. Humour is a necessary part of drama. If you have a serious adventure or campaign, intersperse moments where there is an opportunity to recoup and laugh and recharge.
  20. Give them a reason. Personally involving one or all of the characters in an adventure thread or quest will make the experience more immersive for them all. Goblins taking over the mines? What if it's Gloombeard's dwarven cousin who ran it and sent a messenger to him for help?
  21. Proper use of sound can really set the mood. The return on your nominal time investment is great.
  22. Do not be afraid to penalize characters for poor choices.
  23. Thank the players for playing every session.
  24. Create an email distribution list
  25. Fill in the gaps between games. You can create "connective tissue" in the forms of story threads or rumors that precipitate the "next adventure".
  26. Remember: NPCs can be resurrected too. Especially important ones or ones with loyal minions.
  27. Preparation is key. Have a stable of "monsters", "custom characters", and "items" not used in your main storyline. Maybe an idea or two that you can go with (an old beggar mumbling about that lost treasure, etcetera).
  28. Have "AREAS" designed that are NOT connected to the rest of the world. (courtesy of wargfn) As an active DM, you can get them there with a quick pause, description, and a port to the new location(s).
  29. Keep running storylines somewhere within the module so that they can be reviewed by the players. Such as in a book which chronicles the events of the player characters of your story. In addition, on those supplemental NPCs which speak random one line conversations add things to them with regards to recent Player Character activities. For example, if the players recently defeated a tough opponent, then the townsfolk will ABSOLUTELY talking about it. I like to add a one liner similiar to this: "<FirstName> your that hero which slayed (Unique Name)?" or "You can't be <FullName>. They say that he is 10 foot tall and stronger than Hill Giants."
  30. Chronicle your players' saga in the module. Have books or custom items highlighting their major events.
  31. Have NPCs acknowledge the characters for their heroic behavior by NAME. (Players love that.)
  32. Your PW should make sense - if there's a big bunch of bugbears outside of town, why are they there? The townsfolk should be talking about them.
  33. Need to make a good NPC archer? Take your creature of choice (elf, skeleton, etcetera), put their sword in their inventory and their bow in hand and EQUIP them with bolts or arrows (as appropriate). To make them hold their ground, change their movement rate to IMMOBILE, and give them LONG perception range and they will be peppering your players in no time. This is exceptionally nice if you place the line of archers up on a platform overlooking a vale or firing over a pallisade. Feel free to play around with Missle Feats, such as RAPID FIRE or POINT BLANK SHOT, as well. For a real challenge, make the missles magical (such as lightning or fire). Should the player characters close their ground, your NPC will draw their melee weapon.
  34. For party management, you can create a simple spreadsheet with character name, player name, race, alignment, and XP.
  35. Use a flowchart program to diagram your adventures (I use Visio) or a napkin if you're out on the town.
  36. Have points of purchase (Merchants) scattered throughout your adventure, whether it be a roadside peddler or a proper store front.