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Chatty’s Mailbox: Writing an Adventure

January 13, 2009 by The Chatty DM

As some of you may know, I just finished writing a draft for a D&D 4e adventure to be possibly published by Goodman Games (if the editor likes it).  I’ve been posting vague updates on Twitter and Facebook  and such for the last few weeks and some have been following it, being very supportive.

So with adventure writing on my mind, I recently got a letter from another blogger asking precisely about that.

I’m wondering how to go about writing an adventure. I’ve generally been terrible at it but I’ve been wanting to improve.

My thing is that I’m a big improv nut when I DM. I don’t trust what I wrote down to work, so I often end up changing things on the fly. Same with monsters.

So I think a good exercise for me would be writing down something and leaving it written. Then come things like layout, additional information, and so on. Anything you can share from your own experiences?

It so happens that I have always been a very scripted DM when it comes to the home adventures I wrote for my pals.  While I have used published adventures most of the time, once in a while I inject my own one/two session adventures to shake things up.  Since I’m very scripted, those adventures end up feeling like published ones.

So here’s how I go at it.

The Pitch

I start with an elevator pitch for the adventure.

For example, for my Kobold Love project:

“A bunch of Kobold “ugly ducklings” go forth on a Quest to seek out the Tavern-in-the City. They are to kill the mysterious stranger that sits in the corner, giving out adventure hooks that always end up destroying their dungeon home. It’s going to be a 5 scene, semi-linear event-based adventure, filled with carefully chosen Fantasy RPG tropes. Playing time 4 hours..”

As another example:

“A cross between Retro-Stupid gaming and a reality show, the PCs are tricked and sent to the Plane of Games to participate in the “The Crawl™”. Complete with shady producers, product placement and instant stardom!”

Once I have this, I mull over it for a few days, building possible scenes in my mind.  Once ideas start forming, I put down key scenes/encounters.

I then build a short adventure (a 5 rooms dungeon or a 5-6 scene adventure if it’s event based) and put my encounters in.

I usually have the following components:

Intro

This is the classic pathway of telling Players what they must do and what they gain from doing it.  If I feel like doing it differently, I usually go for an ‘In Media Res‘ start where PCs are thrown into action before they can understand what’s happening to them.

The “Orc Ninjas attack you while you were in your tavern room”‘ is the kind of thing I’m talking about

The Guardian

Something or someone is trying to prevent the PCs from achieving their quest.  In a dungeon setting, its the entrance encounter.  In an event based scenario, its the first wave of opposition that the party finds in its path.

The Cool contraption/Playground

I usually try to make scenes that have multiple elements in them.  In 4e, I especially like to mix combat and non-combat elements in the same encounters.  For example, I’ll create a combat scene with and Embedded Skill challenges, or some traps, or a few pieces of interactive terrain elements like collapsible walls, fire pits and exploding braziers.

The Boss

I’m a conservative at heart when it comes to adventures, and I almost always end them with a Boss.  Some sort of Elite/Solo monster with a few minions/guardians, ready to have an ultimate showdown.

Once again, I try to make the final environment as dynamic as possible.  If I bump the boss to quite a few levels above the PCs, I make sure that there are elements in the room that PCs can use (and abuse) against the ennemy. If I feel like an evil DM, I’ll do the opposite and put traps and PC-hostile elements in the room, all controlled by the Boss (that I take down a few notches to compensate.

At the gaming table

When I write an adventure for my bi-weekly group, I often don’t have time to polish it up, so most of how it goes  remains unwritten and in my head.  A purely roleplaying scene is often not spelled out much apart from ‘NPC goals’.  However, I usually have all the creature stats, treasure and battlemap setup written down.

During the game, I usually stick pretty closely to my script.  I will speed up combat when it becomes tedious and will try to accommodate players who inclined to explore outside the boundaries I wrote about (although I sometime steer the straggler back before he finds out there’s just big white space behind that secret door I forgot to remove.

For a published adventure

I did pretty much the same thing for a published adventure.  Except this time, I needed to write all of the little tidbits that I usually keep in my mind when I stop prepping.

Since I had a clear word count, I made a written plan:

  • Adventure Intro
  • Adventure Summary
  • Adventure Background
  • Hooks
  • Scene 1
  • Scene 2
  • Scene 3
  • …
  • Finale
  • Concluding the adventure

I gave myself an estimated  word count for each section and I made sure that I stuck to it.

I wrote it, over a few weeks. Then I had the adventure read by someone I trusted and got challeneged. I rewrote the adventure based on the feedback I got and sent it back.  Technically I would playtest it, but in my particular case, this will occur after I hand in the draft.

So that’s about how I go at it for both!

What about you?  Share your adventure creating strategies!

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Filed Under: Adventure Prep, Musings of the Chatty DM, Roleplaying Games Tagged With: Tropes

Comments

  1. Jack Crow says

    January 13, 2009 at 9:33 pm

    I love reading about how people create adventures. I am horrible at scripting an adventure and improvise a lot, but I’ve been playing long enough to make that work. I am trying to create more scripted adventures for my next campaign and will take some of your ideas and try to use them. I look forward to hearing about your finished adventure.

    Jack Crows last blog post..Blogs I like and you should too

  2. Wyatt says

    January 13, 2009 at 9:41 pm

    Thanks a lot for the help Chatty, that really does clear up a lot of things. Seeing that, I think my biggest problem was not laying down an outline. I tended to vacillate between what was happening first and what was happening later, and filling in blanks as I thought of stuff, and it just became a patchwork mess that needed constant propping up. I think now I have a bit firmer ground so that I can establish, piece by piece, an adventure that’s worthwhile. Once again, thanks!

    Wyatts last blog post..The Review You’ve All Been Waiting For

  3. Eric Maziade says

    January 13, 2009 at 11:33 pm

    When its not total improv, I usually use a top-down approach.

    I start to where I want to end up and figure out what elements I need to get there.

    Then I take these elements, figure out a scene where this elements is acquired.

    Then I take the scene and figure out how the payers get there.

    That’s basically how I’m currently working while preparing a prequel that will get my players to the tower of Spellgard 🙂

    Eric Maziades last blog post..Prequelling Scepter Tower of Spellgard

  4. Rafe says

    January 14, 2009 at 8:54 am

    What program do you use for writing the adventures, Chatty? Word, InDesign, other?

    Rafes last blog post..The Three "R"s of Session Planning

  5. ChattyDM says

    January 14, 2009 at 9:32 am

    @Jack: Thanks! Your natural style as a DM really dicates how you write adventures. Some people prep abundantly and more rigidly than I. As long as it works. However, it seems to me that if you want to publish an adventure that will appeal to the largest possible group of DMs, going the structured way is likely the way to go.

    @Wyatt: Glad I could help! You can still leave lots of free space between scenes. The current published D&D 4e adventure have such ‘interludes’ that you can fill in yourself with whatever crosses your mind.

    @Eric: We have different strategies for sure. I’m really into the 5 room dungeon model (and D&D 4e really works well for that) and that permeates my thinking behind how I go at it. Let us know how that goes, you chose a challenging adventure to prep a prequel too.

    @Rafe: When I write an adventure for my own group, I use One-note. Thus I can copy and paste pretty much everything from everywhere as I build my scenes. For the Goodman Games gig, I worked in plain old MS Word.

    Thanks for the feedback!

  6. Ripper X says

    January 14, 2009 at 2:11 pm

    You know how long the thing is going to take to play? WOW! I have never even attempted to consider doing this? I just prep until my eyes bleed and then pray that it is enough.

    I tend to slow things down during actual play, the slower the better, but I don’t think that I’ve ever been able to hit on a specific set of hours that it would take to go through.

    Ripper Xs last blog post..Mix & Match Abilitys Like A Pro

  7. Ming says

    January 15, 2009 at 4:35 am

    Thanks for sharing your process =)

  8. Neil says

    January 15, 2009 at 3:21 pm

    Great article. I’ve been writing a module for a blog that will be launching in February. I’ve found working on it challenging at times for many of the reasons you’ve listed.

    For one I do tend to improv and in the past only wrote down the important bits in point form. I would then flesh things out while running the adventure. Like you there are all those tidbits that you don’t write out when you are working with your home group, but for a module they need to be there.

    Best of luck with the draft submission.

About the Author

  • The Chatty DM

    The Chatty DM is the "nom de plume" of gamer geek Philippe-Antoine Menard. He has been a GM for over 40 years. An award-winning RPG blogger, game designer, and scriptwriter at Ubisoft. He squats a corner of Critical Hits he affectionately calls "Musings of the Chatty DM." (Email Phil or follow him on Twitter.)

    Email: chattydm@critical-hits.comWeb: https://critical-hits.com//category/chattydm/

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