Hussar
Legend
I'm currently putting the final touches on my first 4e adventure, and, honestly, the first adventure I've written for D&D in quite some time (I've used a lot of modules in the past). My process was a bit different this time around. I took a general plotline - humanoids are ravaging the countryside (trite I know) and then went to work.
Unusual for me, I took a very mechanical approach. 4e says it takes about 10 encounters to make a level, so, I figured on 12 encounters. I then roughed in the xp budget for each encounter, not really thinking about the actual encounter just yet. I then arranged those encounters in a linked series where the most likely event would lead from the previous one.
Of the twelve encounters, three or four are mostly unrelated to the main plotline and are there for both setting exposition and some other goodies. And I added in a couple of "parachute" encounters that I could drop in on the fly if I need to - if the party decides to build a fort, say, I have an assault encounter prepped, that sort of thing.
Once I was done with the rough outlines of each encounter, I went back and built maps for each one to suit the situation.
We'll see how it runs. It's not a terribly linear adventure - there are a number of ways this could go - the party could charge straight in, they could get bogged down, they could try to recruit help, that sort of thing. I've got stuff for all the main points.
If the party just walks away, well, that'll suck and I'll be scrambling, but, fortunately, my players generally aren't going to do that. I would actually be pretty disappointed if my adventure was so unappealing that they just pissed off and did something else.
Unusual for me, I took a very mechanical approach. 4e says it takes about 10 encounters to make a level, so, I figured on 12 encounters. I then roughed in the xp budget for each encounter, not really thinking about the actual encounter just yet. I then arranged those encounters in a linked series where the most likely event would lead from the previous one.
Of the twelve encounters, three or four are mostly unrelated to the main plotline and are there for both setting exposition and some other goodies. And I added in a couple of "parachute" encounters that I could drop in on the fly if I need to - if the party decides to build a fort, say, I have an assault encounter prepped, that sort of thing.
Once I was done with the rough outlines of each encounter, I went back and built maps for each one to suit the situation.
We'll see how it runs. It's not a terribly linear adventure - there are a number of ways this could go - the party could charge straight in, they could get bogged down, they could try to recruit help, that sort of thing. I've got stuff for all the main points.
If the party just walks away, well, that'll suck and I'll be scrambling, but, fortunately, my players generally aren't going to do that. I would actually be pretty disappointed if my adventure was so unappealing that they just pissed off and did something else.