Article - Why?

For every prospective scenario designer, the most important question that they
can ask themselves is 'Why?' At every step in the scenario design process, the
author needs to question his/her work, the plot, and everything in-between.
Answering the questions will lead to a cohesive scenario that makes sense and is
fun to play.

The aspects of the scenario that are most important to question are its general
premise, town and dungeon design, and the environment in which the scenario
takes place. All of this can be done before you even touch the editor, during
the paper and pencil stage of design. The questions will help you refine your
ideas and root out the bad ones. A scenario with good answers to all of the
following questions will be a solid one, at least with regards to plot.

Why is the party in this scenario?

One of the most overused and least fulfilling answers is that they're
adventurers or soldiers that heard of a mission or were dispatched to a faraway
province to deal with a problem. It's always important to let the party know who
they are when they enter the scenario, or somewhere in the readme or first town.

The best scenarios will also take the party's identity into account when they
decide how much impact on the world the party will have. A small group of
soldiers will not win a war, but they can take down small fortresses, steal
important items, et  cetera. It's certainly possible that the party's side will
still lose, despite the efforts of the party to prevent it.

Why is this event, etc., taking place in this location?

The actual answer to this question is not very important, as long as it's
addressed. Why were the monsters attacking Valorim in Avernum 3? If they could
secure a continent, they'd have a base from which they could launch subsequent
attacks against the Empire. If you can justify the events taking place in the
scenario without resorting to overused clichŽs, then you're doing a good job. A
similar question is ...

Why is/are the baddie(s) doing whatever it is they're doing? What's their
motive?

Why is the evil wizard attacking the nearby town? What can he get out of it? If
the answer is simply 'because he's evil', it's back to the drawing board for
you. Using a hackneyed plot and motive will almost guarantee a lot of negative
feedback from players. Among the other overused justifications is 'he was
possessed by demons' (but why do the demons want to attack the town? Just
because they're demons?).

When you're creating a justification, keep it realistic and make sure that you
take into account the party's importance. Would a group of novice adventurers be
able to take on the Impenetrable Lair of Lord Evilmancy? Try to create a baddie
with the same power, or a little more, than the party, especially if it's out in
some remote location.

Why does your scenario have wandering monsters?

Most areas of the Empire have eliminated all nonhumans completely, and the
Empire will not tolerate banditry. Valleys are some of the most dangerous places
to be in Blades of Exile, and it doesn't make a whole lot of sense.

Why does the party win?

What does the party have or do to overcome the baddies and win the scenario? All
of this should be planned out beforehand, and it should all make sense. If a
powerful wizard helps you break into the Impenetrable Lair of Lord Evilmancy,
why are you needed in the first place? Couldn't he just take on Lord Evilmancy
himself? If Lord Evilmancy knows the mark of his magic, why would the wizard
hire you? Surely there are better and more experienced adventurers out there.

You need to come up with an idea of progression through the scenario so that
each step along the road to victory holds water.

Why is this particular town/dungeon here?

What does every town and every dungeon add to the plot or atmosphere of the
scenario? If your scenario takes place in a remote mining town, there should be
mines, ore storage rooms, miner barracks, ledgers and records, and so on. How
does each town make money and survive? Also, is the town included in the
scenario for a reason, or does it just exist to hold people and make the world
bigger?

Dungeons should be subject to the same scrutiny. Why is there a lair of ogres in
the middle of Province XYZ? Does it make sense? Does it add to the plot? Why are
there goblins and sliths in the same dungeon? If you can refine your town and
dungeon ideas before you start writing your scenario, you'll have a much better
chance of finishing, especially with BoA's town and outdoors editor.

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As a player, if every scenario answered these questions well, I'd be extremely
happy. As a designer, I've tried to think through my scenario ideas with an
extremely critical player or beta-tester in mind. The closer everything is
scrutinized, the better off the final product will be. Just diving in with a
loose idea of a plot is something that may be good for getting experience with
the editor, but when you finish (if you finish), it's very unlikely that you'll
come out with something good.

-- Drakefyre