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===Creating Adventures===
 
===Creating Adventures===
  
[[Image:Floating-island-mono-enhanced.jpg|302px|right]] To create an adventure, you'll need a system for recording ideas and organizing information such as a notebook and pencil or a word processor. You may need hex mats or graph paper to create maps. Templates, occupations, ability and equipment lists can be designed on paper or using office software.  [[Mano a Mano:Character Sheet|Blank character sheets]] can be printed or copied for creating templates and characters. Equipment lists can be created using with detailed descriptions of each item or a single equipment list. Important non-player characters (NPCs) should have character sheets, especially characters the players' characters can fight. (See [[Mano a Mano:Character Creation|Character Creation]] and [[Mano a Mano:Equipment|Game Design/Equipment]].)
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To create an adventure, you'll need a system for recording ideas and organizing information such as a notebook and pencil or a word processor. You may need hex mats or graph paper to create maps. Templates, occupations, ability and equipment lists can be designed on paper or using office software.  [[Mano a Mano:Character Sheet|Blank character sheets]] can be printed or copied for creating templates and characters. Equipment lists can be created using with detailed descriptions of each item or a single equipment list. Important non-player characters (NPCs) should have character sheets, especially characters the players' characters can fight. (See [[Mano a Mano:Character Creation|Character Creation]] and [[Mano a Mano:Equipment|Game Design/Equipment]].)
  
 
Some adventures are a sequence of challenges like an obstacle course which forces the characters to follow a story line, but letting the story develop naturally in an environment that encourages the players to play their characters creatively is usually more engaging.
 
Some adventures are a sequence of challenges like an obstacle course which forces the characters to follow a story line, but letting the story develop naturally in an environment that encourages the players to play their characters creatively is usually more engaging.
  
Adventures can provide opportunities for player character development, improving the characters' builds, abilities, equipment or occupations. These opportunities can depend on the choices players make, the actions of their characters, the outcome of the adventure, specific experiences or general experience gained in the adventure.  For example, an adventure might have a secret old hermit that the player characters can discover and train with, thus giving the player characters extra CP to improve their abilities. As another example, after defeating a particularly difficult enemy, player characters might discover treasure that their fallen foe was protecting. (See [[Mano a Mano:Character Development|Character Development]].)
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===Sourcebooks===
 
===Sourcebooks===
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A sourcebook containing a complete adventure will include a detailed description of the setting, what kind of characters the the players should control, descriptions and character sheets for NPCs, maps and diagrams, and rules for how the action of the adventure should play out. The sourcebook may contain a detailed inventory of the items in every room and the goods for sale in every store. A good adventure sourcebook should not leave the GM in a situation where he has to invent new material during the game.
 
A sourcebook containing a complete adventure will include a detailed description of the setting, what kind of characters the the players should control, descriptions and character sheets for NPCs, maps and diagrams, and rules for how the action of the adventure should play out. The sourcebook may contain a detailed inventory of the items in every room and the goods for sale in every store. A good adventure sourcebook should not leave the GM in a situation where he has to invent new material during the game.
 
{{:Mano a Mano:Limitations}}
 

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