Adventure Planning
Getting from an idea to a played game.
Planning an adventure runs backward from two facts: how long you want it to last, and the age of the youngest player. Everything else follows from those.
Length sets the count. A puzzle takes a group of children about five to eight minutes, so a forty five minute game is six or seven puzzles and not the fifteen it is tempting to write. The youngest player sets the floor, because a group moves at the speed of whoever is being left behind, and a child who stops contributing at minute ten is a child causing trouble at minute twenty.
Then test it on one person before the day. One is enough. Hand the first clue to a single child or an adult who has not seen it, say nothing at all, and watch where they stall. Every stall is a puzzle with one way in. You will find two of them, they will take ten minutes to fix, and fixing them is the difference between an adventure that runs itself and one where you spend the whole party explaining.
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