(This article refers to several scenarios from Blades of Avernum's predecessor, Blades of Exile. Hoever, even if you aren't familiar with the scenarios mentioned, the basic ideas are quite useful.) Choices and Linearity When planning out your scenario, you will have to make some decisions regarding the progression of the plot. There's the question of how much impact the player's actions will have on the scenario, and what will always happen regardless. You have to decide if the player is ever able to make choices that will have far-reaching (or simpler) consequences, or whether the party is swept along in the story. The first point of discussion here is the amount of choice the player will have. There are many scenarios where the party is able to choose a side to join - some of it is done outright ("Which side will you join?"), and some is done more subtly, even so discreetly that they might not even realize that they're picking a side. Then again, most scenarios don't use choices of this scope at all. An overt choice, such as in Tatterdemalion, can be used well, but it generally separates a scenario into two (or three) smaller scenarios that much each be played to get a full feel for the scenario. A Small Rebellion also uses a choice like this to expand the scenario and give it another dimension - the ability to play for a sympathetic group of rebels. Ideally, the choice will come somewhere between the time it does in the above two scenarios. In Tatterdemalion, you choose at the beginning, and it feels too early. In ASR, you choose seemingly too far along to experience much of the rebel story. A subtler choice, like in Of Good And Evil, will still have the party making a choice between two forces - in the case of OGAE, it's morals and orders, and the effects of the choices aren't known until the second play-through ends. This is very successful in OGAE, and it can be replicated easily in Blades of Avernum. Part of the challenge is presenting the sides so that it appears to be a dilemma to the player, and so that it strikes the right chords in the player's head. You don't want to ask them outright to switch sides or choose one, but their actions should influence the direction the story takes, and they should be able to realize it after a while. The third possibility is to not let on to the party at all that their actions have influenced the game, but keep on changing the game based on them, and not let them find out until the end. OGAE and Falling Stars use a karmic system to determine their endings, how NPCs react to the party, etc. It's an invisible reputation counter, basically, and it has a lot of influence on how the game unfolds. Again, when this is utilized properly, it makes scenarios much more fun. Still, you don't need to have choices like the three kinds described above to make a good scenario. You can present choices and options to the player, or you can force them to follow a linear plot and keep the story moving quickly. This opens up another discussion and the second point of the article - linear scenarios versus the open-ended scenarios. Linear scenarios are usually plot-driven, and they have a quickly-paced story that should grab the player's interest and not let go until the scenario ends. An Apology does this, Redemption does this, Emulations does this, Revenge does this, and even Quintessence does. Those aren't all of the linear scenarios, but they are some of the most prominent, and some of the ones that use linearity well and to augment their scenario. A linear scenario may have outdoor sections, but there should not be too many of them, or it will kill the urgent mood (if one exists) and become boring to the player. A linear scenario can still have sidequests, but they should never detract from the main plot, and it's even better if they add to it. The combat in a linear scenario should be interesting, fun, and important. It should never have the feeling of being repetitive (and this holds true for any scenario), and it doesn't have to exist at all. The driving force behind most linear scenarios (and all of the good ones) is a gripping plot that involves the player and thrusts you into the action. It's primarily a story-based scenario, and if the story falters, the scenario will falter too. As a player, linear scenarios are my favorite by far. There are two types of open-ended scenario - one with a set plot that can be deviated from, and one that attempts to be a world that immerses the player, usually without a definite ending point, except running out of missions to do. Most scenarios fall under the first description, but only the smaller ones succeed. Scenarios that try to emulate Avernum 3 or another giant game will inevitably fail or fall short. There are some notable exceptions (At the Gallows, Falling Stars), but generally, scenarios on a smaller scale will work better. The second type of open-ended scenario has not really been fully explored in Blades of Exile, but the Adventurers' Club scenarios and the Wreck of the Slug attempt it. Open-ended scenarios that follow the first model are more likely to be well-received, based on the high favor that a plot curries in the community. Still, don't go overboard on the sidequests, sidedungeons, and sidetowns. Never forget that the main plot is the focus of the scenario, and everything else serves to flesh out the world and offer a break from the general plotline. Limiting the scenario's size also makes it more likely that you'll actually finish designing it, especially when you get into a more open-ended scenario that is slightly detached from the story. Linear scenarios can generally get away with being a little bigger than they need to be because the designer usually has a connection with the plot that keeps them going. The second type of open-ended scenario is, in my opinion, not suited to the Blades of Exile/Blades of Avernum medium. It's far too hard to create a whole world in this system, and we generally like to focus our attention on small parts of worlds, backwards frontier settlements, isolated valleys, et cetera. It's a giant undertaking when you attempt a scenario of this sort, and it's generally not as fun to play. A scenario does not need to be as big as a commercial game because very few players want to spend that much time in a world that you create with a driving story keeping you there. TWOTS and the ACs all suffer from that tendency, and you're generally better off focusing on one of the other types of scenarios. I personally favor a linear scenario, and large scenarios need to be extremely good to keep my interest throughout the entire scenario. Don't forget that a party is not obligated to stay in the scenario the entire time - you can't just make it interesting at the end, because nobody will see it. You have to start out strong and keep the pace for the entire scenario. All of this is just meant to keep you open to the different mindsets of scenario designing, and some of the common pitfalls in each. You're certainly free to design whatever you want to design.