Thinking about ttrpgs and how there's like a sweet spot for planning that seems to be a thing, where if people plan more, they map out expected successes and failures and are disappointed when things don't fit in their plan, but on the other hand, depending on the gms style they kinda benefit from either scenes or npcs to be mapped out a lil bit
silverwizard
in reply to Becky • •idiomdrottning.org/blorb-princ…
Three of these are correct, the rest are bad to the point of harmful
Becky
in reply to silverwizard • •Becky
in reply to Becky • •silverwizard
in reply to Becky • •Honestly, Module Raiding is a really fun job.
Take an adventure and rip out the fun and only the fun.
Gives you free stats for pieces and some art and maps, but you get to ignore the crappy parts.
I have *literally hundreds* of prepublished adventures in the basement
Becky likes this.
silverwizard
in reply to silverwizard • •Becky
in reply to silverwizard • •I mean, yes that is good advice and I should think about that more
The other side of things is that it isn't an idea that I have trouble with, and I actually love coming up with ideas, it is how to express my concept into reality that I feel tugs at me
Although some ideas I change so much on my way to putting them into practice that I might actually have more luck seeking out something that fits the description
Other ideas, like Melanora, would anyone else make a module for, and would I be able to *find* it?
silverwizard
in reply to Becky • •I mean, drivethrurpg.com/ you can search out your concept
I also like to read books or short stories on the theme I want to hit, though that's less stat blocks
Literally, do research! You don't need to tell a story in a vacuum
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silverwizard
in reply to Becky • •Three Tiers of Truth being one of the worst
Timezone Salience being the other correct one