Manic Enthusiasm
First Post
These are the rules I try to live by when designing adventures for D&D and other games.
Start with a flow chart. Use a flowchart to determine how all of the options connect with each other before drawing a map and fleshing out the text. Tweak the chart until you are completely happy with it. This is the most important step.
The chart can change as you play. If a play comes up with something you hadn't thought of, add it to the chart!
Provide multiple ways to achieve any goal. There should be multiple obvious paths through the dungeon. If there are guards, there should be multiple ways to get past them. The chosen methods for overcoming obstacles should have genuine consequence.
Reward accomplishments, rather than means. Don’t give experience points for successfully picking a lock, but rather for finding the treasure behind the locked door.
Pace the adventure deliberately. Try not to clump too many instances of a specific type of challenge together on the map.
Make sure nasty surprises are avoidable. It’s okay to have a deadly poison dart trap, but be sure the characters have some reliable way of anticipating it. Don’t be afraid to punish characters, but always be fair about it.
Provide roleplaying hooks. Be sure to note down the personalities of the characters the players encounter. How does the evil sorcerer treat her minions? How does the innkeeper address his staff? Does the demon have any scars or broken horns? A couple of quick notes can make an NPC much more memorable.
Make sure the environment has personality, too. Is the dungeon kept clean, or is it strewn with trash and rubble? How is it lit? Where do the minions sleep? How high are the ceilings? How does the necromancer organize his books?
Any thoughts? I plan on turning this into a longer blog post with crude illustrations, but first, I'm hoping to collect some feedback.
Start with a flow chart. Use a flowchart to determine how all of the options connect with each other before drawing a map and fleshing out the text. Tweak the chart until you are completely happy with it. This is the most important step.
The chart can change as you play. If a play comes up with something you hadn't thought of, add it to the chart!
Provide multiple ways to achieve any goal. There should be multiple obvious paths through the dungeon. If there are guards, there should be multiple ways to get past them. The chosen methods for overcoming obstacles should have genuine consequence.
Reward accomplishments, rather than means. Don’t give experience points for successfully picking a lock, but rather for finding the treasure behind the locked door.
Pace the adventure deliberately. Try not to clump too many instances of a specific type of challenge together on the map.
Make sure nasty surprises are avoidable. It’s okay to have a deadly poison dart trap, but be sure the characters have some reliable way of anticipating it. Don’t be afraid to punish characters, but always be fair about it.
Provide roleplaying hooks. Be sure to note down the personalities of the characters the players encounter. How does the evil sorcerer treat her minions? How does the innkeeper address his staff? Does the demon have any scars or broken horns? A couple of quick notes can make an NPC much more memorable.
Make sure the environment has personality, too. Is the dungeon kept clean, or is it strewn with trash and rubble? How is it lit? Where do the minions sleep? How high are the ceilings? How does the necromancer organize his books?
Any thoughts? I plan on turning this into a longer blog post with crude illustrations, but first, I'm hoping to collect some feedback.