| Dale McCoy Jr President, Jon Brazer Enterprises |
As inspired by this thread, we at JBE talked about it and came up with a modified adventure design format. Check it out at JonBrazer.com and please tell us what you think. Leave a reply here or on our website.
We want to know what you think for how we should lay out future adventures.
| Tothric RPG Superstar Season 9 Top 32 |
I think the CENTRAL focus of the room should be on the top of the entry.
I.E.
The order could go
Treasure
Trap
Room description
Because first the players see the Treasure in said room, then the Trap, then the rest of the room becomes interesting.
:-P However, that would require a different lay out for each room. Your way is uniform, and if ALL your products follow this format, those that are loyal will know EXACTLY where to place eyes to find out what's going on.
| Turin the Mad |
Entry if applicable. If the door is locked (DC) and or trapped and/or secret/hidden from another labeled room. Suggest that entry traps be separate from the other kinds of traps (encounter traps and loot traps).
Illumination (if not uniform in the building/dungeon) upon gaining entry.
Critter(s) (if any - omit if absent, saves space).
Trap(s) (if any - omit if absent, saves space) - if entry is trapped, move traps to entry.
Loot (if any - omit if absent, saves space)
Flavor Text (the snooze stuff)
Background Text (if necessary)
Wrath of the Gods