Now that I've run a couple of the published Gateway adventures and I'm doing GM prep for the rest, I'd like to propose a few "guidelines for authors" that QLI should promulgate from here on in:
- Don't assume that the PCs are newly rolled for this adventure.
- Don't assume that they have(n't) got a ship.
- Don't assume that the PCs are broke (especially if they've just mustered out).
- Don't assume that every PC ship in every adventure is a few weeks away from annual refit time.
- Don't assume that the ship has no air/raft.
- Describe all the worlds. That's ALL the *@&#ing worlds. Don't give us pious guff about spending time on each world then say "but we won't be describing them for you; even though you paid for this adventure to save yourself time and effort, you'll have to do the world design yourself".
If the adventure deviates from any of the above, let's have some truth in advertising. The blurb we read before purchase should say "this adventure assumes that the PCs have no air/raft" or "you will need to develop 6 of the 9 worlds inviolved yourself".
Furthermore, it would be really nice if you were to...
- Provide basic hooks for PCs who just finished another adventure 15 parsecs away to get involved in this one.
- Stop using CT deckplans with T20 stats (hello, Broadside of a Barn).
- Write the adventures so the interesting bits generally happen, rather than they only happen on a DC 30 search check or DC 35 Sense Motive check, i.e. they generally don't.
- Stop providing irresponsibly short world descriptions, which are too short to be much use to a GM in the way of adventure ideas but specific enough to tie future canon writers' hands. Do them properly.
- Get your facts right, e.g. don't divide the population of Stoner by 100 or use NPCs whose speed is impossible for their armour. Or at least get a proof-reader who's familiar with T20 and G993.
- Don't assume that the PCs are newly rolled for this adventure.
- Don't assume that they have(n't) got a ship.
- Don't assume that the PCs are broke (especially if they've just mustered out).
- Don't assume that every PC ship in every adventure is a few weeks away from annual refit time.
- Don't assume that the ship has no air/raft.
- Describe all the worlds. That's ALL the *@&#ing worlds. Don't give us pious guff about spending time on each world then say "but we won't be describing them for you; even though you paid for this adventure to save yourself time and effort, you'll have to do the world design yourself".
If the adventure deviates from any of the above, let's have some truth in advertising. The blurb we read before purchase should say "this adventure assumes that the PCs have no air/raft" or "you will need to develop 6 of the 9 worlds inviolved yourself".
Furthermore, it would be really nice if you were to...
- Provide basic hooks for PCs who just finished another adventure 15 parsecs away to get involved in this one.
- Stop using CT deckplans with T20 stats (hello, Broadside of a Barn).
- Write the adventures so the interesting bits generally happen, rather than they only happen on a DC 30 search check or DC 35 Sense Motive check, i.e. they generally don't.
- Stop providing irresponsibly short world descriptions, which are too short to be much use to a GM in the way of adventure ideas but specific enough to tie future canon writers' hands. Do them properly.
- Get your facts right, e.g. don't divide the population of Stoner by 100 or use NPCs whose speed is impossible for their armour. Or at least get a proof-reader who's familiar with T20 and G993.