Need Adventure Design Guidance? Look To The Dungeon Master's Guide

Gamers have gotten pretty comfortable over the years with the triumvirate of books that form the core of Dungeons & Dragons. In fact, I suspect many gamers allow their familiarity with the three-book format to keep them from closely reading the entirety of those texts. Those gamers, myself included, know generally what content is included in each book, so they simply hunt down the chapters they need as they become relevant.

Gamers have gotten pretty comfortable over the years with the triumvirate of books that form the core of Dungeons & Dragons. In fact, I suspect many gamers allow their familiarity with the three-book format to keep them from closely reading the entirety of those texts. Those gamers, myself included, know generally what content is included in each book, so they simply hunt down the chapters they need as they become relevant.


But those core books, the Dungeon Master's Guide in particular, reward a close reading with lots of great advice, insights and hooks that gamers might miss otherwise. The section on adventure design, for instance, contains some terrific advice that's worthwhile for new and experienced Dungeon Masters alike.

Most of the adventure design advice resides in part two of the Dungeon Master's Guide, aptly titled "Master of Adventures." This section includes chapters on a number of design fundamentals, and the parts I want to focus on are in chapter 3, "Creating Adventures." The chapter begins by listing some of the common elements that make outstanding adventures before transitioning to a discussion on how to structure them. Keeping just those lessons in mind will prepare a Dungeon Master to craft hours of engaging adventures for his or her players.

First, let's look at one of elements stressed in the text, that of "familiar tropes with clever twists." "It might seem stereotypical to build an adventure around dragons, orcs, and insane wizards in towers, but these are staples of fantasy storytelling," the guide says. I've seen Dungeon Masters get frustrated because they don't think their ideas are original enough or because they think they have to vanquish ever fantasy storytelling convention to make their games truly original. Don't sweat it, the Dungeon Master's Guide says. Instead, embrace those fantasy clichés because people play Dungeons & Dragons precisely because they like those clichés. Stock fantasy tropes provide players with a sense of familiarity and a common vocabulary for the game. Every once in a while, a Dungeon Master should present a trope with a new twist that the players don't expect. But it doesn't have to be all that often. An occasional surprise goes a long way.

Later in the chapter, the text discusses structuring adventures with a beginning, middle and end. The text doesn't call this a three-act structure, but that's basically what it's getting at. And this is a lesson I've been applying to my own adventures since my earliest attempts at homebrewing games for my players years ago. In the first act of an adventure, introduce a problem for the players to solve. The second act escalates that problem or twists it in an unforeseen direction. The third act puts the players face to face with the problem in a climactic confrontation. During the third act, the players will either solve the conflict or fail and suffer appropriate consequences.

Three-act structures aren't going to revolutionize your game, but there's a reason this particular structure turns up again and again in all manner of storytelling. Structuring an adventure in three cohesive acts – even an adventure that doesn't have the strongest or most original premise –provides a satisfying pace and a natural sense of fulfillment for the players.

Useful knowledge awaits in the darkest corners of the D&D core books, so don't let those old tomes collect dust on your shelf. Their pages can impart powerful wisdom, but only for those dedicated enough to seek it out!

​contributed by Fred Love
 

log in or register to remove this ad

Von Ether

Legend
Considering that in my own neck of the Internet woods, lots of people were complaining about the DMG, this article warms my heart. (Most complaints were that the book didn't have enough of X, X being whatever the reader's pet passion was.)

I mean the darn thing gives you an extra race and laser guns, how cool is that!
 

log in or register to remove this ad

I am surprised at how many DMs don't actually read these too. Before 5E I set out to read/reread several GM guides. Although I thought I knew my trade very well, there are gems in most of them. I liked the 4E DMGs. The 5E one is brilliant and catered to exactly what I wanted in such a book - inc several tables. :)
I started playing D&D in 1994 or so during 2nd Edition. I don't think I really started using the DMG until 2005 and 3.5e. Until then I jusy sort of fudged the rules. I actually remember thinking that the DMG was actually rather useless during my 2e days...
 





delericho

Legend
I started playing D&D in 1994 or so during 2nd Edition. I don't think I really started using the DMG until 2005 and 3.5e. Until then I jusy sort of fudged the rules. I actually remember thinking that the DMG was actually rather useless during my 2e days...

In fairness, the 2e DMG was pretty much useless, apart from the magic items. Indeed, in hindsight I find that some of its advice was actively harmful to a good game.

The 5e DMG is probably the best of the bunch so far, though that's admittedly from a very low base. The 1st Ed book is great for flavour, but poor for utility (I read the initiative rules in that book, carefully, three times, and still don't really understand them). The 3e version had a lot of useful stuff, but was packed with deadly dull detail (seriously, how many pages of doors do we need?), with the 3.5e rearranging that material and adding the broken Epic rules. And the 4e version was for 4e.

The 5e DMG? Yeah, it's a good one. Could be better, but could be much worse.
 

Warpiglet

Adventurer
The DMG is a wealth of good ideas. I think it is indispensable for new DMs, though frankly MUCH of it is new and has whatever it rehashes has never been so clear.

Great book, great edition of D&D. I am back to DMing after the problems I experienced with book keeping and stress in winging things before. The new system is easy. But I can honestly say the creative juices came online after reading DMG. I have never felt that I have seen the game as clearly as I do now.

Sorry, sound like a fanboy which is weird since I am usually the lastest and crabbiest one on board...
 

Wednesday Boy

The Nerd WhoFell to Earth
Great article. In my groups I especially noticed that some of the GMs didn't read the DMG in the 3.x to 4E transition. Therefore many aspects of the 4E design philosophy for how to run a game were overlooked and we ended up with a clunky campaign that shoehorned 3.x design into a 4E game and was unaware of any advances in design that 4E offered.
 
Last edited by a moderator:

iserith

Magic Wordsmith
Great article. In my groups I especially noticed that some of the GMs didn't read the DMG in the 3.x to 4E transition. So many aspects of the 4E design philosophy for how to run a game were overlooked and we ended up with a clunky campaign that shoehorned 3.x design into a 4E game.

That was very much my experience and, even now, I see or hear tell of people running D&D 5e as if it were some other game and being dissatisfied with the result. I think expectations need to be reset with each iteration of the game. Some DM approaches are portable between all games, but not all of them and sometimes new paradigms are introduced altogether. Ignore the book that tells the DM how to run the game at your own peril!
 

Remove ads

Remove ads

Top