Designer’s Notes: The Hand of the Demon

The Hand of the Demon . . . I’d managed to get involved in all three DFRPG Pyramid-specific issues – this being the third one – and I wanted to do an adventure. (For the record, I enjoy writing adventures, I just don’t see them selling or being received well, so I don’t tend to bother.) I wanted to create something that was not-an-adventure, but adventure. I wanted a string of related encounters a GM could just say “Well, Bobby isn’t here tonight so we’re doing this!” and just drop them in. The first thing I thought of was what I feel is the key element to the Hand of the Demon: Each section really can be just dropped in just about anywhere, even in the middle of another adventure. Each time you dropped a section was essentially furthering on a side quest. I felt that sort of utility was key (and is key to be honest) for adventures using¬†GURPS.¬†It’s what makes them so hard to write. I’ve heard some folks saw that the adventure felt “incomplete” – in a way it is. It’s supposed to be a lead up to a bigger adventure, but I doubt with the reception it got I’ll ever write it. Maybe, but probably not.

One thing I’m noticing more and more: I’ve got very little in the way of outtakes. I don’t know if that’s because I’m becoming a better writer and able to condense projects into what is exactly needed or if I’ve simply chosen subjects which do not lend well to extras.

This one took me a while to write – over 80 hours of back and forth tweaking here and there. It took me about 70 hours to edit, 7 hours of research (lo, and about 70 hours of revision. I spent a further 60 hours looking over the preliminary PDF for any issues and revising – and man, there were a lot. This one embarssed the crap out of me until I put things right.

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