Dungeon Master's Guide
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CHAPTER 3: CREATING A DV ENTURES<br />
~ REATI G ADVENTURES IS ONE O F THE GREATEST<br />
rewards of being a <strong>Dungeon</strong> Master. It's a<br />
way to express yourself, designing fantastic<br />
locations and encounters with monsters,<br />
traps, puzzles, and conflicts. When you<br />
design an adventure, you call the shots. You<br />
o things exactly the way you want to.<br />
Fundamentally, adventures are stories. An adventure<br />
shares many of the features of a novel, a movie, an<br />
:ssue of a comic, or an episode of a TV show. Comic<br />
series and serialized TV dramas are particularly good<br />
comparisons, because of the way individual adventures<br />
are limited in scope but blend together to create a larger<br />
na rrative. If an adventure is a single issue or episode, a<br />
campaign is the series as a whole.<br />
Whether you're creating your own adventures or using<br />
;JUblished adventures, you'll find advice in this chapter<br />
~o help you create a fun and memorable experience for<br />
:.·our players.<br />
Creating an adventure involves blending scenes of<br />
exploration, social interaction, and combat into a unified<br />
whole that meets the needs of your players and your<br />
campaign. But it's more than that. The basic elements<br />
of good storytelling should guide you throughout this<br />
;Jrocess, so your players experience the adventure as a<br />
- ory and not a disjointed series of encounters.<br />
ELEMENTS OF A<br />
GREAT ADVENTURE<br />
-=-he best adventures have several things in common.<br />
_-\_ C REDIBLE THREAT<br />
_-\n adventure needs a threat worthy of the heroes'<br />
c. rention. The threat might be a single villain or<br />
;:nonster, a villain with lackeys, an assortment of<br />
::::wnsters, or an evil organization. Whatever their<br />
arure, the antagonists should have goals that the<br />
:-:eroes can uncover and thwart.<br />
?.-\MILlAR TROPES WITH CLEVER TWISTS<br />
:-might seem stereotypical to build an adventure<br />
;;sound dragons, orcs, and insane wizards in towers,<br />
"Jut these are staples of fantasy storytelling. It might<br />
also seem trite to begin an adventure in a tavern, but<br />
~h at's an idea that remains true to D&D. Familiar<br />
srory elements are fine, as long as you and the players<br />
occasionally put a spin on them. For example, the<br />
:-nysterious figure who presents adventurers with<br />
a quest on behalf of the king might be the king in<br />
d.isguise. The crazy wizard in the tower might be a<br />
;Jrojected illusion created by a band of greedy gnome<br />
dlieves to guard their loot.<br />
_\ C LEAR Focus oN THE PRESEN T<br />
.-ill adventure is about the here and now. A little bit<br />
of history might be needed to set the story in motion,<br />
and the adventurers might discover interesting lore of<br />
:.1e past in the course of the adventure. In general, let<br />
rhe world's history be evident in the present situation.<br />
Instead of dealing with what happened in the past,<br />
an adventure should focus on describing the present<br />
situation, what the bad guys are up to, and how the<br />
adventurers become involved in the story.<br />
HEROES WHO MATTER<br />
An adventure should allow the adventurers' actions and<br />
decisions to matter. Though it might resemble a novel<br />
or a TV episode, an adventure needs to allow for more<br />
than one outcome. Otherwise, players can feel as if<br />
they've been railroaded- set onto a course that has only<br />
one destination, no matter how hard they try to change<br />
it. For example, if a major villain shows up before the<br />
end of the adventure, the adventure should allow for the<br />
possibility that the heroes might defeat that villain.<br />
SoMETHING FOR ALL PLAYER TYPES<br />
As outlined in the book's introduction, players come<br />
to the gaming table with different expectations. An<br />
adventure needs to account for the different players and<br />
characters in your group, drawing them into the story as<br />
effectively as possible.<br />
As a starting point, think about your adventure in<br />
terms of the three basic types of activity in the game:<br />
exploration, social interaction, and combat. If your<br />
adventure includes a balance of all three, it's likely to<br />
appeal to all types of players.<br />
An adventure you create for your home campaign<br />
doesn't have to appeal to every abstract player typeonly<br />
to the players sitting down at your own table. If you<br />
don't have any players who like fighting above all else,<br />
then don't feel you have to provide a maximum amount<br />
of combat to keep the adventure moving.<br />
SURPRISES<br />
Look for opportunities to surprise and delight your<br />
players. For example, the exploration of a ruined castle<br />
on a hill might lead to the discovery of a dragon's tomb<br />
hidden underneath. A trek through the wilderness<br />
might lead to the discovery of a tower that appears only<br />
on nights of the full moon. Players remember such<br />
locations.<br />
Too many surprises can be off-putting to players, but<br />
adding the occasional twist gets players to adjust their<br />
tactics and think creatively. For example, you could<br />
spruce up a goblin lair by including goblin sappers<br />
with kegs of oil strapped to their backs. An attack on a<br />
villain's estate might be complicated by the unexpected<br />
arrival of a special guest.<br />
When preparing for possible combat encounters,<br />
think about odd pairings of monsters, such as a<br />
hobgoblin warlord and his pet manticore, or willo'-wisps<br />
in league with a young black dragon. Have<br />
surprise reinforcements show up, or give the monsters<br />
unusual tactics. Throw in the occasional red herring,<br />
deception, and plot twist to keep players on their toes,<br />
but try not to go overboard. Sometimes a simple,<br />
straightforward encounter with an ore guard is just as<br />
fun for your players.<br />
CHAPTER 3 I CREATING ADVENTURES