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Full Version: SR adventures are better with a diagram
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kigmatzomat
I am starting to run SR and was hitting some walls with various published adventures. Most of them have redundant ways to get from point A to Point B but it's nestled in the commentary. I'm a visual person with good recall, so I can muddle through but it takes effort. Like, a lot of effort.

And I started to wonder why its such a problem for me. See, I've run multiple multi-year campaigns with 6-12 players in at least 3 different game systems with complex plots that are usually entirely homebrew. So I pulled out my notes and realized I make plot maps, that show how to get from Point A to Point B.

It doesn't take much time but it makes a huge difference in my comprehension of the adventure as well as my ability to pivot mid-session or keep track of any re-skinning I'm doing to mask classic adventures.

Fwiw, I'm using obsidian with the mermaid extension for planning. Here is a mermaid diagram I came up with from a 1e adventure
[ Spoiler ]
. You can see it's got a ton of redundant routes, *if* you can remember where they are.
pbangarth
Good idea! Even for non-visual people, the act of mapping the flow out cements the options in their mind.
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