So, if I’m thinking about what makes a good adventure, I’m thinking about what I like and why. I like to run the game, I like to design the world, I like to come up with the outline of the story. It’s something I enjoy doing and it’s something I think I do pretty well. I get a kick out of designing a story and watching it unfold over the course of several weeks or months (or longer!) as the players peel away the layers of plot.

Since I like to write, to plot, and to play, most times for me, being a player alongside others is difficult. It’s hard for me to find the freedom to do exactly what I want within the context of a group, because the group and I have different wants and needs. I can’t leave my sense of responsibility behind when I play, which means I feel compelled to fill a role the party’s missing — one of the reasons Allandra is a multiclass healer.

“You can’t get ye flask.” –Some game masters can be like this.

Rather than playing one character and trying to get my character “fix,” I like the idea of running multiple characters, even if I only get to flesh them out in my head. I like the idea of being able to create and run the story, rather than waiting for the rest of the group to catch up, or getting stuck in a situation where I have to play a stupid “guess the verb” mini-game with a particularly belligerent or unimaginative game master.