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D&D 5E Adventure Design: Backstory and History

MerricB

Eternal Optimist
Supporter
G'day, all!

A few of the adventures I've been reading recently draw very heavily from what I call the "Pathfinder" method of writing adventures. That is, they have long, wordy descriptions of the backgrounds, histories and personalities of the characters and adventure. These descriptions can be very extensive.

I'm curious how people feel about this method of adventure writing. Do you enjoy the extensive backgrounds? Do you think they're too much? How do you find they help you as a DM prepare and run the adventure?

Cheers!
 

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discosoc

First Post
Not as a standard thing, but it's good for important or special NPC's in the right situation. I'd much rather have just a few personality traits, physical characteristics like age body type, and general likes/dislikes. If there's something important about the NPC that's related to the adventure, then obviously it should be touched upon.

But what I'd really love is for the stat blocks to include what they smell like. I have a list of 100 random smells on my GM screen for this exact purpose, and people really seem to notice the NPC that "smells like baby sweat." Or the guy who smells like fresh bratwurst. Or the waft of stale cheese that clings to the air for a brief moment while walking through the forest.
 

Azurewraith

Explorer
I think for NPCs with significant plot importance its fine but for average Shirley the busty middle aged bar keeper that is strangely attractive but you don't know why i would much rather make it up as we go along going of what the players where giving me. i mean maybe shes a nymph under a polymorph spell or maybe that guy just has a thing for over weight middle aged bar keepers. Who knows but then part of the fun of gming for me is the uncertainty
 

wedgeski

Adventurer
No, I don't particularly like that approach. I think it imparts the warm and fuzzies when you're reading through the adventure, but actually executing on such detail while the game is running is incredibly difficult. Well, at least, I don't seem to have the faculties for it. Inevitably I then wish that word budget was used for something else.

I'm currently prepping Out of the Abyss for a new group and the backgrounds provided for the various NPC prisoners seem about right.
 

MerricB

Eternal Optimist
Supporter
Here's a sample encounter from the first adventure ("In Hell's Bright Shadow") of the latest Pathfinder Adventure Path:

In Hell's Bright Shadow said:
A direct assault on the high-profile prisoners believed to be kept in Castle Kintargo is not advisable this early in the rebellion (this is a mission the PCs will undertake in the fourth adventure, “A Song of Silver”), but making a move to liberate some who have been recently imprisoned by Thrune would be an excellent way to start building the Silver Ravens’ reputation in Kintargo. Indeed, Laria’s initial suggestion to the PCs is to rescue a group of mercenaries who are being held in Sallix Salt Works in Old Kintargo. These mercenaries are led by a man named Forvian Crowe—a rogue Laria’s worked with before who she believes would be a valuable addition to the Silver Ravens. Perhaps more importantly, the guards stationed at Sallix Salt Works are not official members of the Church of Asmodeus or the government; they are contracted mercenaries, and as such, their deaths wouldn’t draw the degree of retribution that similar acts against government officials would. A raid on Sallix Salt Works, in other words, is the perfect opening gambit for the Silver Ravens to begin building their reputation in Kintargo as defenders of the people without incurring the full wrath of House Thrune.

Sallix Salt Works is located just outside Salt Gate in Old Kintargo. Here, heavy loads of wet salt from the brine springs to the south are delivered daily. These loads are dumped into the Salt Works’ wide, clay-lined pit, where furnaces burn night and day to dry the salt. Thrune agents appropriated the Salt Works the day after the Night of Ashes, arresting its previous owner under (rightful) charges of unpaid back taxes—the man resisted arrest and was killed in the resulting fight. Eager to use the Salt Works as an additional source of government income, Barzillai Thrune placed a mercenary group in charge of the building until an official new manager could be appointed. This group is led by a cantankerous dwarf named Kossrani, and he’s already earned a reputation as a sadist among those who know him.

Creatures: In all, nine mercenaries are stationed here—eight Chelish Citizens’ Group thugs and their leader, a bitter dwarven mercenary named Kossrani who once hoped to become a member of the clergy of Asmodeus. When it became obvious early on that he lacked the mental aptitude and will to become a full-fledged cleric, Kossrani opted instead to serve the Prince of Darkness as a thug and bully, offering his services as a mercenary to the church or House Thrune. He was quick to volunteer for additional duties after Thrune’s takeover of the city, and though Kossrani’s appointment as an interim manager at the Salt Works was meant as a veiled insult, the dwarf has taken to the assignment with delight. The fact that he’s been augmenting his income on the sly by selling salt on the black market hasn’t been missed by Barzillai—this, more than any other reason, prevents the government from taking much action if the man is defeated and his charges rescued.

During the day, Kossrani and four of the Chelish Citizens’ Group thugs patrol the main structure (although they spend most of their time in the front office playing cards). At night, the other four thugs who work the evening shift stand guard in the room, mostly to ensure the prisoners don’t attempt an escape. If combat breaks out, the thugs flee in a panic as soon as Kossrani is defeated, but otherwise fight to the death at the dwarf’s side. Guards not on duty are generally asleep in the barracks (area D7), and are unlikely to join a battle in the main building, although if the PCs attack at night, the guards on duty attempt to flee to the barracks to wake Kossrani at the earliest opportunity.

Here's a moderately-sized encounter from "Hoard of the Dragon Queen" for stylistic comparison:

Hoard of the Dragon Queen said:
Characters spot this group’s cooking fire smoke from several miles away, because the stragglers stopped to roast a few prairie hens for a meal. They sought shelter in a low spot between surrounding hills, where tall boulders have rolled into a loose jumble. In fact, the surroundings offer no protection while making it easier for enemies to sneak up on the site.

By observing for a few minutes, characters can discern that there are four human cultists and eight kobolds in the group. The kobolds and humans distrust each other, and although the cultists act as if they’re the bosses, their leadership amounts to nothing more than ineffectual bullying. The humans’ weapons are stacked against a rock, out of easy reach. The kobolds have their weapons on their belts.

If the group is left alone, the kobolds grab their share of the half-cooked lunch and move about fifty yards away to eat, while the humans continue squabbling over how to cook a hen and the uselessness of kobolds as allies.

If characters choose to bypass this group, a detour can get them around it with no difficulty. They could run into these stragglers again on their way back to Greenest.

If characters attack, then unless they give away their presence on purpose (by hailing the camp, for example), they gain a surprise round. The humans spend their first turns retrieving their weapons and shields. The kobolds drop their food and scatter, then regroup and counterattack on round four, using their slings as much as possible. They stick around and fight only as long as any of their human allies are still fighting. As soon as the humans are all defeated, the remaining kobolds slink away into the hills and aren’t seen again.

And just for further comparison, from Jon Brazer Enterprises' "Along Came a Spider", a recent 3rd-party release...

Along Came a Spider said:
The local mites are flustered and frustrated that their vermin friends simply got up and left. At first, they panicked and stayed in their lair under the Webwoods, feeling vulnerable without their monstrous pets. When several days passed and the spiders didn’t return, the mites got even more agitated and eventually chose to leave the safety of their lair to rescue their spider friends. A noble intention, perhaps, had they not been using the spiders as warbeasts to attack and torment vulnerable prey.

The mites really have no idea how to find their particular spider friends, nor how to get them to come back home, so they’ve wandered the Webwoods and tried to keep a low profile. Unfortunately, their luck has run out, and they’ve been beset upon by a giant black widow spider. While their vermin empathy normally protects them from minor threats in the woods, this beast appears to be unaffected by any attempt to befriend it.

When the adventurers approach, they can see several mite bodies, and a DC 5 Perception check allows them to hear the sounds of combat ahead. 50 feet away, they find the injured black widow savagely attacking the remaining eight mites. In total, 5 mites have already been killed. The adventurers can easily avoid this encounter, as both the black widow and the mites are far too busy fighting each other to notice the adventurers if they don’t close the distance. If they do approach, the mites call out to them in Undercommon for help. The black widow simply attacks the closest target each round and fights to the death. If the adventurers wait and watch, the mites flee if two more of their number are killed, but if the adventurers aid them, they will fight until four are killed before fleeing. If the adventurers simply watch, one of the mites tries to beseech them in Common with the single word “help” on the second round of combat.
 

When I write for my campaign, I always include short descriptions of characters. I don't fill an entire page with one character description. All that I want to nail down is their personality, brief history, and appearance. So I could probably fit about 10 of these on a single page.

This is important, because I want to make sure that every time my players meet an npc, he/she still looks the same. And I have a lot of npc's, so it is easy to lose track of them.

An example description would be something like this:

Countess Roselyne Camille of Montcolère
This impressive tall lady is in her 30’s. Most noticeable is her missing arm, and her long flowing dark brown hair, which is tied in a knot behind her head. She wears clothing with long sleeves, that mix two colors that complement each other. In this case, bright red and dark green. She is imposing, and of a strange beauty, due to her commanding presence. She inherited her title from her father, Earl Jean-Philippe Camille, who died recently from liver complications. Her arm was severed when her father refused to betray his country, but she has never been angry with her father for this. Bravery and resistance seem to run in her blood. Her family owns quite a lot of land surrounding Vertesaux, and she carries a strong voice in Vertesaux’s governance. She is very sensible and well read, with political knowledge.

Baron Wilfred Poincaré of Montreine
A young baron, married to a Cyrian lady. Wilfred is a young noble who is eager to prove himself. He is easily manipulated, and it seems his older wife is really in control of business. Like a puppet on a string, she seems to direct his opinion however it suits her. Wilfred is in his twenties, has blond hair, and is clean shaven. He wears riding boots, and carries a expensive looking saber. He has a lot of curiosity regarding piracy and war.

As you can see, some descriptions are a bit more wordy than others. Not all npc's have complicated backstories or lengthy descriptions. Sometimes I would add a later paragraph to clarify further details surrounding a historical event, or location that is mentioned in the description of an npc.

When it comes to describing countries and cities, I tend to get a lot more wordy. There's a lot you can say about what a place looks like, and what its distinguishing landmarks are. I'm perfectly satisfied with describing a city in one page of text. I also tend to make a list of all the important locations that can be found there, and the names of the npc's that live or work there. This is something I always fall back on, when the players ask if there's a <insert any location> here. I write down some names for various taverns and their owners, and write down the usual locations that players tend to be interested in, such as a blacksmith and magic shop. I make sure I have all the names ready, so I don't have to come up up with a good name during the session.

This reminds me of a DM I once played with, who ran a campaign where every npc we encountered was called John. Yeah, don't be that guy please. Prepare a list of names and places.
 
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delericho

Legend
I'm curious how people feel about this method of adventure writing. Do you enjoy the extensive backgrounds?

Yes, but with the caveat that I'm much more likely to buy an adventure to read than to actually play.

Do you think they're too much? How do you find they help you as a DM prepare and run the adventure?

From a perspective of actually running the adventure, very often extraneous detail is actually counter-productive - it makes it that much harder to find the things that are actually relevant at a glance when they're buried in a wall of text.

For running the adventure, then, I'd generally prefer to see five (ish) bullet points giving only the most important facts about the character. If it's not important enough to make that list, it's probably not important enough to bother with.

But...

It's also worth noting that before I'd even consider running an adventure I have to read through it first, and that means that it has to be readable. If it fails that test, it doesn't matter how well it plays out, since I'll never know. And breaking every NPC down into a bulletted list of five facts won't do much for readability.

I don't know how adventure designers should go about squaring that particular circle. Unless, perhaps, they provide both the bulletted summary and the lengthier background for each NPC. Which, in turn, eats yet more page count for no more adventure.
 

Saeviomagy

Adventurer
I think most adventures miss a lot of crucial information necessary to actually run them, and instead have a lot of... waffle. I don't need information about where an NPC grew up unless it gives me insight on what makes him tick.

The absolute, most important information I need about every NPC is what information they have to impart. If you're not going to tell me how they're going to answer obvious questions, I may as well have adlibbed them entirely.

Similarly for obvious lines of investigation. Running murder in baldur's gate, there's a lot of points where an obvious investigation path just stops having information on how to follow it, without actually being ended.
 

delericho

Legend
The absolute, most important information I need about every NPC is what information they have to impart. If you're not going to tell me how they're going to answer obvious questions, I may as well have adlibbed them entirely.

Indeed. And, especially for investigations and the like, it should include not just what they know, but also under what circumstances they'll reveal it (simple gossip, with a bribe, only under magical compulsion...).
 

iserith

Magic Wordsmith
I'm curious how people feel about this method of adventure writing. Do you enjoy the extensive backgrounds? Do you think they're too much? How do you find they help you as a DM prepare and run the adventure?

Cheers!

I think modules are a little too wordy in general but this seems unavoidable because it's a writer trying to communicate his or her vision to someone else. When it's something I create myself, most of what I want to do is already in my head, so I only need to jot down the basic outline plus any tricky bits and trust myself in the moment. So frequently when I run a module, I have to go back and cut it down to a manageable form more in line with how I prepare adventures.
 

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