Senior Member
Join Date: Jul 2017
Posts: 347
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Hello all,
I would like to pick your brains about alternate approaches for adventure data entering. If moderators find this post to be for the "RW in Action" forum, please move it. I am using Realm Works for approximately 9 months and I entered almost all data from Dark Heresy 2 books and published adventures for this edition. Quite a daunting task, but as I don't believe there will be CM packs for discontinued system (and this is what i play mostly) the time was well spent. The result is quite amazing, I am much more organized, prepare for session with increased enthusiasm and game master better, as everything possible from rule, monster or world information is few clicks away. Having everything at one place is fantastic. In the process I was re-visiting the structure, organizing it even further until the mechanics and world section was almost perfect... except the adventures... This is where I need your ideas - how to make the best data entry for an adventure, that is structured in story-like format instead of the scene-like format typical for D&D/Pathfinder adventures? Attached you will find screen shots from my realm's world almanac, adventure layout... and two page from DH adventure (1st edition, I am catching up with that now lol ) As you can see, the adventures published by Fantasy Flight Games are everything but brief on text. Mechanical references and explanations are intertwined within the paragraphs with the "flavor text" and sometimes important for the plot information is disclosed in similar way. So, sometimes it is hard to take those walls of text and make them "fit" into the RW's topic structure and keep the same flow of events and have the presentation easy to follow during session where you have much more tasks at hand. I have been experimenting with various approaches over the months:
I am trying to follow the same pattern, but sometimes i deviate and things get different and "messy". Maybe I dwell too much on this adventure thing, but I am perfectionist (and suffer greatly for that) and want to make the experience for me and my players as best as possible. So, any thought, comment, criticism, suggestions or ideas? The past is a rudder to guide us, not an anchor to hold us back. Last edited by Valyar; March 4th, 2018 at 11:41 AM. |
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