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Legend
I know this topic has come up many times, but I continue to try to parse that magic formula that makes a great adventure. Maybe there are eternal truths to good adventure design, and maybe what we as gamers want from adventures is evolving. Specifically, I'm asking about published adventures (because, presumably, DMs can make things exactly as they like it in their homemade adventures).
What do you want in a published adventure? And, a related question, what do you consider to be "best practice" when it comes to adventure writing and design?
I'll try to watch the conversation for patterns, record them, and maybe brainstorm for creating a poll later on.
[SBLOCK=My initial thoughts]One thing I have open when I'm writing an adventure (whether home or published) is a page of notes with design precepts on it. Things like...
EDIT 8/2/2017: I'm going to try to be a good thread custodian! As of post #162 here's what we're talking about...
OVERLAP
Boxed text, direction-neutral & concise – (8) Lanefan, transtemporal, LordEntrails, Charles Rampant, Schmoe, happy hermit, ArwensDaughter, ad_hoc
Good useful comprehensive maps (before area descriptions) – (6) LordEntrails, ExploderWizard, vincegetorix, Eltab, Jester David, Charles Rampant
What ifs (player actions) & Monster plans/reactions – (6) Lanefan, transtemporal, ExploderWizard, Ibranteloth, ArwensDaughter, Li Shenron
Monsters/NPCs with motivations…and relationships! – (6) robus, ExploderWizard, hastur_nz, Charles Rampant, Ibranteloth, ArwensDaughter
3.5e/4e style full page encounters (segragated monsters, treasure, traps, etc) – (5) shoak1, aco175, Ibranteloth, LordEntrails, ArwensDaughter
Layout that's clear, useful at table, and condenses info while keeping it readable (e.g. 9 pt font, leading 11 pts, diminishing horizontal scale) – (4) Lanefan, steeldragons, hawkeyefan, ratskinner
Clearly connected encounters/plot progression for groups preferring linear narrative – (4) shoak1, LordEntrails, Eltab, LostSoul
1e style abbreviated monster stats in room descriptions – (5) Lanefan, steeldragons, Schmoe, JohnnyP71, LordEntrails
Monster stat appendix in the back (4) – Eltab, Schmoe, happyhermit, LordEntrails
Something different/new (magic item, monster, NPC, trap, spell, etc) (3) – Lanefan, Schmoe, Charles Rampant
Limited Backstory, relevant to players/they can find out – (3) Lanefan, shoak1, Yavathol
Modular bits – (3) Eltab, Jester David, happy hermit
Compiled index of all monsters used in the adventure for DM token/minis prep – (3) css, JohnnyP71, happy hermit
Limited scope, self-contained (3) – LordEntrails, css, Lanefan
Maps (separate/pull-out for DMs & players) – (3) robus, JohnnyP71, Lanefan
Subsystems or rules variants appropriate to adventure – (3) Charles Rampant, Tony Vargas, Lanefan
Event/story development track or flowchart, dynamic story, “if the players do nothing…” – (3) Lanefan, hastur_nz, Tobold
Inventive design & good/imaginative ideas – (2) hastur_nz, Jester David
Ways to limit rests – (2) shoak1, JohnnyP71
Index if needed – (2) LordEntrails, happy hermit
Fun-to-read, flowing writing, non-formulaic – (2) happy hermit, Charles Rampant
Chapters/section playable on their own – (2) Carmen Sbordone, Ibranteloth
Run with no prep – (2) Libramarian, Li Shenron
Printer-friendly / detachable map – (2) ArwensDaughter, Li Shenron
*Readable* in-line monster stats – (2) pogre, LordEntrails
OTHER COMMENTS
Dungeon with multiple ingress/egress points, loops, multiple methods between levels (some which skip levels), secret areas, intentional “holes”, length of stairs noted – Lanefan
No boxed text (esp. not wordy) – robus
Sensible wandering monsters or none – Lanefan
No random monsters – robus
Innovative use of environment – Ath-kethin
Include stuff that breaks rules without explanation, i.e. “the Weird Stuff” – Ath-kethin
Chapter synopses & conclusions – transtemporal
Natural, organic language/description – Luz
Level appropriate encounters & treasure – shoak1
Relationship maps if needed – LordEntrails
“Dungeon dressing” – ExploderWizard
More complex “skill challenges” like UA traps – vincegetorix
PDF reference sheet of rooms – fjw70
Catchy title – ccs
Evocative cover art – css
Use rarely used monsters – css
Printable PDF of maps 1 sq = 1 in – css
Real danger – css
Well-organized room descriptions – Schmoe
Multiple adventure threads, esp. in “setting”-type adventures – Schmoe
Hyperlinking (for PDF/digital adventures) – hawkeyefan
Teach new DMs how to run/design advanced games – Jester David
Introduction providing breakdown of story beats & where to find stuff – Jester David
Town/region for the DM’s further use (e.g. Hommlet or Phandalin) – Charles Rampant
Using PC Backgrounds as hooks – Yavathol
Sandbox with an overarching plot – Inchoroi
Level/level range on cover – Ath-kethin
Plot twists – Yatzromo
Chance of failure, PCs have to earn success – Yatzromo
Intelligent monster strategies – Ibranteloth
Bonus materials online (e.g. printable maps, design/playtest notes) – Ibranteloth
3D dungeons, ideally isometric maps – Ibranteloth
Strong hook, get me interested in first page or two – Zardnaar
Monster/NPC cards – ArwensDaughter
Tips on adjusting adventure for party size/level – ArwensDaughter
No “fill this room with something” blanks – Li Shenron
No new monsters – Li Shenron
“Good” random encounters – ad_hoc
*Compressed* in-line monster stats – Lanefan
What do you want in a published adventure? And, a related question, what do you consider to be "best practice" when it comes to adventure writing and design?
I'll try to watch the conversation for patterns, record them, and maybe brainstorm for creating a poll later on.
[SBLOCK=My initial thoughts]One thing I have open when I'm writing an adventure (whether home or published) is a page of notes with design precepts on it. Things like...
- Adventure starts fast and avoids a cliche starting point
- Avoid boxed text
- Coherent succint backstory, with ways for PCs to learn it
- Designed with an eye toward modular use by homebrew DMs
- Make it self-contained
- A Relationship Map if the NPC-NPC dynamics are complex
- An Index!
- Great Map!
- Include more INT, WIS, and CHA saves
- “Linear” in that there’s a clear path through the adventure which players *may* follow
- Locations = Familiar, Functional, Fantastic
- Mysteries should draw on Gumshoe Rule & Three Clue Rule
- Opportunities to interact with a villain without violence
- “Quality not quantity, avoid bland areas, avoid too many encounters
- “Sandboxy” in that there are multiple ways to address main conflict
- Take into account PC abilities of the level(s) adventure is written for
- Unexpected narrative twists
- Uses for downtime during an adventure (within or outside of the adventure proper)?
- Variety is the spice – encounter parameters, monster types, terrain
- Well-organized (color tabs, hyperlinks, enough but not too much white space)
EDIT 8/2/2017: I'm going to try to be a good thread custodian! As of post #162 here's what we're talking about...
OVERLAP
Boxed text, direction-neutral & concise – (8) Lanefan, transtemporal, LordEntrails, Charles Rampant, Schmoe, happy hermit, ArwensDaughter, ad_hoc
Good useful comprehensive maps (before area descriptions) – (6) LordEntrails, ExploderWizard, vincegetorix, Eltab, Jester David, Charles Rampant
What ifs (player actions) & Monster plans/reactions – (6) Lanefan, transtemporal, ExploderWizard, Ibranteloth, ArwensDaughter, Li Shenron
Monsters/NPCs with motivations…and relationships! – (6) robus, ExploderWizard, hastur_nz, Charles Rampant, Ibranteloth, ArwensDaughter
3.5e/4e style full page encounters (segragated monsters, treasure, traps, etc) – (5) shoak1, aco175, Ibranteloth, LordEntrails, ArwensDaughter
Layout that's clear, useful at table, and condenses info while keeping it readable (e.g. 9 pt font, leading 11 pts, diminishing horizontal scale) – (4) Lanefan, steeldragons, hawkeyefan, ratskinner
Clearly connected encounters/plot progression for groups preferring linear narrative – (4) shoak1, LordEntrails, Eltab, LostSoul
1e style abbreviated monster stats in room descriptions – (5) Lanefan, steeldragons, Schmoe, JohnnyP71, LordEntrails
Monster stat appendix in the back (4) – Eltab, Schmoe, happyhermit, LordEntrails
Something different/new (magic item, monster, NPC, trap, spell, etc) (3) – Lanefan, Schmoe, Charles Rampant
Limited Backstory, relevant to players/they can find out – (3) Lanefan, shoak1, Yavathol
Modular bits – (3) Eltab, Jester David, happy hermit
Compiled index of all monsters used in the adventure for DM token/minis prep – (3) css, JohnnyP71, happy hermit
Limited scope, self-contained (3) – LordEntrails, css, Lanefan
Maps (separate/pull-out for DMs & players) – (3) robus, JohnnyP71, Lanefan
Subsystems or rules variants appropriate to adventure – (3) Charles Rampant, Tony Vargas, Lanefan
Event/story development track or flowchart, dynamic story, “if the players do nothing…” – (3) Lanefan, hastur_nz, Tobold
Inventive design & good/imaginative ideas – (2) hastur_nz, Jester David
Ways to limit rests – (2) shoak1, JohnnyP71
Index if needed – (2) LordEntrails, happy hermit
Fun-to-read, flowing writing, non-formulaic – (2) happy hermit, Charles Rampant
Chapters/section playable on their own – (2) Carmen Sbordone, Ibranteloth
Run with no prep – (2) Libramarian, Li Shenron
Printer-friendly / detachable map – (2) ArwensDaughter, Li Shenron
*Readable* in-line monster stats – (2) pogre, LordEntrails
OTHER COMMENTS
Dungeon with multiple ingress/egress points, loops, multiple methods between levels (some which skip levels), secret areas, intentional “holes”, length of stairs noted – Lanefan
No boxed text (esp. not wordy) – robus
Sensible wandering monsters or none – Lanefan
No random monsters – robus
Innovative use of environment – Ath-kethin
Include stuff that breaks rules without explanation, i.e. “the Weird Stuff” – Ath-kethin
Chapter synopses & conclusions – transtemporal
Natural, organic language/description – Luz
Level appropriate encounters & treasure – shoak1
Relationship maps if needed – LordEntrails
“Dungeon dressing” – ExploderWizard
More complex “skill challenges” like UA traps – vincegetorix
PDF reference sheet of rooms – fjw70
Catchy title – ccs
Evocative cover art – css
Use rarely used monsters – css
Printable PDF of maps 1 sq = 1 in – css
Real danger – css
Well-organized room descriptions – Schmoe
Multiple adventure threads, esp. in “setting”-type adventures – Schmoe
Hyperlinking (for PDF/digital adventures) – hawkeyefan
Teach new DMs how to run/design advanced games – Jester David
Introduction providing breakdown of story beats & where to find stuff – Jester David
Town/region for the DM’s further use (e.g. Hommlet or Phandalin) – Charles Rampant
Using PC Backgrounds as hooks – Yavathol
Sandbox with an overarching plot – Inchoroi
Level/level range on cover – Ath-kethin
Plot twists – Yatzromo
Chance of failure, PCs have to earn success – Yatzromo
Intelligent monster strategies – Ibranteloth
Bonus materials online (e.g. printable maps, design/playtest notes) – Ibranteloth
3D dungeons, ideally isometric maps – Ibranteloth
Strong hook, get me interested in first page or two – Zardnaar
Monster/NPC cards – ArwensDaughter
Tips on adjusting adventure for party size/level – ArwensDaughter
No “fill this room with something” blanks – Li Shenron
No new monsters – Li Shenron
“Good” random encounters – ad_hoc
*Compressed* in-line monster stats – Lanefan
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