Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
DMG adventure design advice - a bit contradictory?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Iosue" data-source="post: 9381347" data-attributes="member: 6680772"><p>Let’s look at Lost Mine of Phandelver.</p><p></p><p>It’s got a story with a beginning, middle, and end. The dwarf Gundren has arranged for the PCs to come to Phandalin. Along the way they are ambushed by goblins. They follow the goblins to their hideout, defeat the bugbear there, and save Gundren’s friend Sildar. Arriving in Phandalin, they run afoul of the Red Brand gang, and investigate their hideout in Tresendar Manor. There they learn the location of Cragmaw Castle, where Gundren is being held. They go to Castle, save Gundren, learn about the Black Spider, and get the location of Wave Echo Cave. Going there, they find the lost mine and defeat the Black Spider. End of campaign.</p><p></p><p>Now, of course, in the course of play, it probably won’t go just that way. There are multiple ways to learn the location of Cragmaw Castle. And plenty of side quests, some tied in with the pregen PCs’ backstories. The PCs may join a faction. They may decide on some unique course of action that the DM has to accommodate. But the structure on which all this stands is the through line described above.</p><p></p><p>The way I see it, the advice is merely suggesting to make an adventure in that mode. Have a beginning, an inciting incident (goblin ambush), a middle (search for Gundren and/or find Cragmaw Castle), and an end (find Wave Echo Cave, defeat the Black Spider).</p><p></p><p>But within that, there’s plenty of leeway. So a DM has to be prepared for players to deviate.</p></blockquote><p></p>
[QUOTE="Iosue, post: 9381347, member: 6680772"] Let’s look at Lost Mine of Phandelver. It’s got a story with a beginning, middle, and end. The dwarf Gundren has arranged for the PCs to come to Phandalin. Along the way they are ambushed by goblins. They follow the goblins to their hideout, defeat the bugbear there, and save Gundren’s friend Sildar. Arriving in Phandalin, they run afoul of the Red Brand gang, and investigate their hideout in Tresendar Manor. There they learn the location of Cragmaw Castle, where Gundren is being held. They go to Castle, save Gundren, learn about the Black Spider, and get the location of Wave Echo Cave. Going there, they find the lost mine and defeat the Black Spider. End of campaign. Now, of course, in the course of play, it probably won’t go just that way. There are multiple ways to learn the location of Cragmaw Castle. And plenty of side quests, some tied in with the pregen PCs’ backstories. The PCs may join a faction. They may decide on some unique course of action that the DM has to accommodate. But the structure on which all this stands is the through line described above. The way I see it, the advice is merely suggesting to make an adventure in that mode. Have a beginning, an inciting incident (goblin ambush), a middle (search for Gundren and/or find Cragmaw Castle), and an end (find Wave Echo Cave, defeat the Black Spider). But within that, there’s plenty of leeway. So a DM has to be prepared for players to deviate. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
DMG adventure design advice - a bit contradictory?
Top