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Quest Design |
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| Coming up with Plots Dewayne Agin helps us get started writing a new quest.by choosing a plot. |
| Filling in the Plot Dewayne shows us how to turn a general plot idea into a detailed plan for a Quest Pack. |
| Creating the Maps Dewayne wraps up the series by pointing out the things that go into the design of a good quest level. |
| Tips for Creating Great Quests Mitchel Hansinger offers some guidelines for creating quests that are exciting, logical, fun and interesting. |
| Temporary Heroes "Hobbes" points out a technique that can be used to balance out a difficult quest or keep the action moving in any quest. |
| A Notch Above: HeroQuest Improvements Carl Forhan's article describing numerous methods for spicing up the game, such as new encounter types, plot twists, ongoing themes and recurring villains. |
| Trying Something Different, Part 1 First in an occasional series about new quest types and other ways to add variety to the game. |
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