[quote="kolixela":4c746]1: Don’t design modules around the players being heroes. This is happening a lot lately in current modularized games and is causing general unrest in my current gaming group. About 15 players out of 20 dislike the story hooks dependent on the players being good.[/quote:4c746]
think more along the lines of a protagonist or "anti-hero"...more along the greys of RPGs from the cyberpunk genre, certain aspects of Call of Cthulhu/Delta Green, or even from the Fallout computer game line…there should always be multiple ways to successfully complete an adventure, not just through combat, but through other methods as well, and many are going to require quasi-legal activites….in fact, the second adventure in the managed campaign story line will be Beta Challenge, which involves smuggling something illegal into New York City for the Syndicate - how you get "it" into the city is your problem, as long as "it" isn’t damaged….
[quote="kolixela":4c746]2: Good play testing;...[/quote:4c746]
we’ll try - i have my own group that i playtest with prior to editing to test the overall pace and playability of the adventure and look for any glaring holes, and my players are very good about giving feedback on any problems they see. in addition, if time permits, the adventure will also be posted for the Wardens to dig into and do the same thing - eventually there should be enough eyes to work out any rough spots. however, keep in mind that players are ALWAYS going to find a way to "break" an adventure, no matter how cleverly written. especially those designed to fit within a standard 4-hour convention slot (which is quickly becoming a 3-hour slot). Another thing I’m trying to do is get the writers to design around a simple story line that can fit in that short convention slot, yet also design optional encounters in for those that are running the events at game days, game stores, or other special locations where time is less of a factor. the optional encounters will help to flesh things out and provide more options depending on the abilities of the players (and their characters) and how quickly/slowly they are progressing through things. Also, I try to uphold a standard of a matrix adventure rather than the typical D&D "lead by the nose" style. You won’t have to go from A to B to C to D…you might have to start with A, but you can certainly then go straight to D, or maybe go to E first and swing back around…. then again, how would you know???!!?! <!—s:twisted:—>{SMILIES_PATH}/icon_twisted.gif<!—s:twisted:—>