I think I've found two ways to write adventures. There might be more ways, but these two have worked for me, and I felt like taking some note of what parts were needed for the machine to work.
First off, Location Based Design.
For this to work, you need two things.
- A map
The Location Based Design I think work best when the reason for being there is not based on the location. It should be something that the PCs take with them, a mission or a rumour. For the longevity of this type of design I think that is a key thing.
Secondly, Scene Based Design.
For this design to work, you need three things.
- Where the scene is set.
- Those who are present stated up, with intentions and motivations.
- What just happened, the "bang".
Naturally, to have more than a very short scenario you will need multiple scenes. The way you string them together can probably be a topic in of itself. I'll get back to it.
I will try to dive a bit deeper into how these two crystallized in my next post, and bring some examples. Anyone having experiences with those two sets of design frames are welcome to chime in. I hope I will better understand my own thinking, and know I have more to learn on the topic.