A cornerstone of any great adventure is a great villain. When writing you adventure, you should determine early on the type or types of adversaries you’re going to feature in your adventure. Lets look at some of the most...
Ok, so we have a plan for how to get all of this done. Simple steps for executing them, right? Sure. But actually finding the time to sit down and blast out a bunch of words? Who has the...
People ask me: how do you find the time to write 12,000 words for an adventure? Planning. There are a few techniques you can use to make sure your hitting your word counts and getting your writing turned in...
Adventures are interesting in that the difficulty of the game is generally set by the author, then adjusted by the GM. After all, a GM is the arbiter at the table and can remove monsters, choose not to use...
In RPGs, there are two basic structures for an adventure: linear and non-linear. The GameMastery Guide (pg. 36) also includes unrestricted, but I see this as a variation of non-linear. So what are these adventure structures and what considerations...
Lets get back to talking about adventures in the general sense. One thing that occurred to me is how much the intersection of setting, genre, and theme affects the premise of your adventure. Between the four of them, they...
Last time on Craft (Adventure), we looked a some of the major changes in PF2 based on the playtest. However, we forgot one of the major changes to the game that directly impact adventure writing: Encounter Mode, Exploration Mode,...
Since everyone is talking about Pathfinder 2nd Edition playtest, lets take a moment to look at it from a game writing perspective. When PF2 releases, assuming that it’s similar to it’s current form, how will that change the way...
Last time on Craft (Adventure) we talked about how to create a memorable and effective single combat encounter with a BBEG or other nasty foe. This time, I’d like to take a look at building encounters where the PCs...