The curse of designing cinematically. “Moments” rather then NPCs, locations or events. Author visualize a cool moment: the bandit’s victim turn to stab the hero! Such dastardly trickery! It’s easy to just write this up, bull through a scene, set how events unfold like a movie director. It’s harder to build a small regional map, set locations and define relations, goals, and methods for tricky bandits, villagers and werebullies. Translating from the moment of cool one envisions to a ttrpg adventure is tricky, and good classic design tends to follow procedural and relational structures not dramatic ones.