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Relevant Content
Adventure Development, What do you need to do? (by JSB)
You usually begin with either phase 1, designing the plot and general theme around the setting, or phase 2, designing the setting around the plot (in this case, you might want to do phase 1 second). Then generally follows phase 3, then 4, and so on.

1. Design or find a setting for the scenario.
-Technology/Era?
-Magic, yes/not, how works? High or low?
-Continents and general shape of surface?
-Enviroment and weather?
-Major kingdoms/empires/countries in the world, other major powers?
-Large population centers, other important places?
-Area where the scenario takes place?

2. Design the plot.
-What are the players doing?
-Who opposes them? What unexpected problems manifest themselves?
-How do the PCs get involved, why they are doing this?
-Who are the key characters?
-Plot-critical items?
-Dramatic plot twists? (hey, we were working for the bad guy all along, now we need to reverse our actions + the like)
-Sidequests?

3. Design the scene.
-What remarkable places there are, where do events happen?
-What non-key NPCs there are?
-When will the players have to fight?
-Hidden stuff?

4. Design the rules.
-Races & classes?
-Weapons, armor & other equipment?
-Fleeing from combat?
-Use of magic?
-Resting?
-Random encounters?
-Anything else I don't remember right now?

5. Plan the game.
-List and design rooms.
-List and design NPCs.
-List and design weapons & items.
-List the Neat Special Effects you think you need.
-List anything else you need.

6. Create the scripts.
-Look at your list of Neat Special Effects and create algorithms for scripts that are needed.
-Turn algorithms into solid code, and then test them.

7. Put everything together.
-Type everything into the editor.
-Test, test, and test it, and did I forgot to mention test?
-Don't forget to fix the bugs you WILL find while testing.
Comments
Throndir on June 22 2007 23:19:18
This is a nice plan for new people interested in LT. But it can be daunting at first. Always take one step at a time. Or create a team or group where you will share the work. You'll find the burden of creating a game would be much easier.
Terra on July 11 2007 20:36:27
Its a great way to keep a course for your project.
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