As you may already know, I’ve started playing Pathfinder more—And since I’ve got almost a decade of experience DMing, and I’ve been wanting to write an adventure, I thought I’d write about each step in the process along the way. Plus, it’s a good exploration of several related topics–A lot of the information applies to game design, especially level design, and a lot of the information applies to creating stories, especially short stories or a chapter. I’ll split the information up over a few posts, based on the phases of the process. Each phase has information related to other areas of focus as well.
There’s no one right way to write an adventure. Everyone has their own preference for how much they want to improvise, and how much they want to prepare. Most people find a mix that’s most helpful for them, but even then the ratio varies based on how much time you have, the nature of the group, and the nature of the adventure.
I and my group prefer plenty of roleplay and story, but also awesome combat and gameplay. Exploration is usually enjoyed, and puzzles are nice once in a while but not that important to us. Visual aides and especially music are always welcome additions to the experience. Ultimately, one of the best pieces of advice I can give you is to focus on what you’re good at—because that’s what players are going to enjoy the most. Try to deliver what the players like, but embrace your own identity and talents as DM first and foremost, because–trust me on this–that’s going to be the best experience for all involved.
Overview of the article:
1 Intro (this post)
More to come over the next few posts.
*I have no affiliation with Pathfinder, and this article is actually general advice for GMing any tabletop roleplaying game. Pathfinder is (c) Paizo, and you access the rules for free or buy their material at their website.
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