Zilfer wrote:Out of curiosity when making your adventure did you have kind of free rein as long as it linked with the others? Or did they give you a present thing like....
"Hag lives outside barovia and causes problems for villages. Do an adventure about that."
A little bit of both. All the writers are told of the overall themes, key NPCs, and objectives of the whole season, which is key for a tightly connected story like this. Then each writer gets a short brief for his or her adventure. It describes where the PCs are coming from, where they need to be by the end, and what key Ravenloftian notes should be struck. It also says, "By the end of the adventure, the PCs need to have achieved {Storyline Objective X} and found {Mystery Thingie Y}." How the PCs
get to those key points and what they have to overcome and experience are left largely up to the writer.
That might sound slightly constrictive to some, but it's actually rather liberating. Instead of stressing out over the end point, I already
know that. I can focus my attention on the juicy stuff, like blood and Horror checks.
"There are three rules for writing a novel. Unfortunately, no one knows what they are."
--W. Somerset Maugham