It hurts when the referee can't figure it out in a short amount of time, and I ended up just fudging it and making-a-long-story-short. I short-circuited the player experience, and directed the group to the next encounter. Ouch. That hurts two-fold:
- It robs the players of figuring things out
- The players are playing for the next encounter, instead of being immersed in the world
An odd situation happens when the players figure out what encounters are in the module, versus what ones are made up by the referee. Ideally, these should be both treated as equals, but we have played with some groups that did not like extra encounters to be added to the module. I admit, it is a rare occurrence, but disconcerting when the referee's additions are treated as less-than-equal. Again, this is a tangent case, but an interesting one that deserves mention.
The ideal adventure feels natural, and gives the referee scripted situations, along with more open areas where players can explore, find off-the-beaten-path areas, and do a couple optional quests on the side. The module should encourage creativity, and give the referee ideas for areas to further flesh out and other things for players to do. We found ourselves in one case searching through the module's area descriptions looking for fun 'adventure areas' and could not find any. Of course, I could use GM Fiat and just create one, but for a written adventure, I award bonus points for the writer's suggestions and hooks that fit in with the overall adventure.
Good adventures are like good stories, they have a natural flow, and always keep you wondering, 'what's next?' ...and letting you know when the time is right.
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