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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

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