Basic But Vital Tips by Terror's Martyr Obviously, scenarios can differ in many ways, but all good scenarios essentially have some things in common that every designer should pay attention to: 1. Limit your outdoors. Place yourself in the shoes of a player. You open a scenario called "Quest for the Sword", or something. The opening town is decent. Then, when you emerge into the outdoors, you're swamped by a massive, empty world with only one town in each outdoors section. Not a good idea. When you're making a scenario, lots of outdoors may SEEM like a good idea, but it rarely is. A scenario can take place in less than 10 outdoors sections, no matter how large the scenario is. Not only will you not be able to provide +20 interesting outdoors sections to provide, but it will be a burden on both yourself and anyone playing your scenario to wade through that many. Slice your outdoors down a bit, it pays off in the end. And also, as a rule of thumb- an outdoor section should have at least one town in it, preferably more. 2. Limit your combat. Immediately after finding the dungeon in "Quest for the Sword", and quite annoyed after traversing simultaneous outdoor sections for fifteen minutes, you (the player) stumble upon a dungeon. Inside that dungeon, there are many rooms. These rooms exist, of course, to hold lots and lots of monsters. Not interesting monsters either, just lots of them in tedious fight followed by tedios fight. As a designer, this may SEEM like a good idea, but it's not. Players will want to fight a limited number of monsters in any one dungeon. Either make the monsters they fight interesting, or don't place many of them at all. 3. Plan Ahead: Endings are a GOOD thing! Blades was made so that you could dream up your own adventures, and there's nothing wrong with doing so. What you need to do before you begin a scenario, however, is make sure that your scenario has a clearly defined STARTING and ENDING point. If you don't know how or where your scenario will end, you will most likely end up creating a large, fluid puddle of a plot rather than a unified storyline. As a designer, this may SEEM like a good idea, but it really isn't. A shorter scenario loses focus of its objective if it swamps itself down with too many menial sidequests, whereas a larger scenario can have a few sidequests, but requires more focus and planning to be successfully executed without deviating from the plot laid out for it. Sidequests and other types of missions are not the end of the world. They should be, however, either little in number or related to the plot. You don't need to draw every town or dungeon before you make it, but always keep in mind how that dungeon or town will advance the plot. Scenario design is tricky, but if you approach it with a modicum of sanity, then it becomes much easier. Note from Jeff Vogel: Ignore this advice at your peril.