DMs: How do you create adventures that match your players' interests?

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First Post
Here are some (untested) DM notes I made about how to read D&D players' personal interests (or "flags") from their character sheets:

Inspired by Chris/Bankuei's "Flag Framing" and Vincent Baker's "Roleplaying Theory, Hardcore: Practical Conflict Resolution Advice", I was pondering my stint as a struggling DM. D&D doesn't have explicit flags: no Kickers, Descriptors, Spiritual Attributes, Beliefs, Instincts, Keys, Secrets, Drives, Passions, Traits, or Relationships. What's a DM to do?

The D&D literature does not explain how to read the players' interests from their character sheets. I was a weak DM, reluctantly railroading my players because I was using published game modules with linear stories. I had to work hard to keep the players on track. My players didn't know any better, so I think I was the only frustrated person at the table.

Maybe this is old news to good DMs, but here are my rough ideas for reading D&D's flags. Some are player flags, how a player wants his character to shine. Some are group flags, communicating the group's thematic and setting interests. It's important to balance the players' thematic interests versus pandering to their strengths, feeding them "gimme" challenges again and again.

* Feats are a great player flag. A player uses feats to specialize their character, differentiating (say) their cleric from every other cleric and from the other members of the party. If a player invests heavily in a particular feat tree, he knows what he likes. He is a master of a particular feat tree, so give him opportunity to show off all those feats. When a player uses his favorite feat successfully, consider giving him a +2 bonus for his next related action (like bonus dice in the Sorcerer RPG).

If he starts taking random, unrelated feats, then his interests are changing or he is still searching for something cool. Give him opportunities to try out his new feats. Don't bother him with his older feats; he has new interests. Consider giving him a +2 bonus (for some "unrelated" environmental reason) when he tries out his new feats. Give him a break as he "shops around" for his character's interests.

* Feats are not a very good group flag because characters usually specialize in different feats, so feats don't express the group's common interests very well.

* Skills are a good group flag. Skills sketch out the environment the players expect to encounter. Look at the players' character sheets. Add up all the characters' ranks per skill. (Players directly control how they spend their rank points, whereas their total skill points include racial and attribute modifiers that players have little control over.) Highly ranked skills are a common interest for the party. Lowly ranked skills are things the party probably does not want to see in the game. Create settings and situations that spotlight those high rank skills. Avoid settings and situations that poke at the characters' lowly ranked skills. They will be frustrated because their characters will look bad as they flail then fail.

* Skills are a good player flag. Have any of the characters specialized in a skill that no one else has? Like feats, create situations to spotlight each character's unique skill, giving each player a chance to "save the day" for the party in a way no one else could. When a player uses his unique skill successfully, consider giving him a +2 bonus for his next related action to dramatically accentuate his unique contribution to the party.

* Alignment is a decent player flag. Most characters are good or neutral, not evil, so there's not much story meat there. For lawful and chaotic characters, DMs should push them to test their convictions, but also give them opportunities to demonstrate their alignment. For neutral characters, the DM should push them to see if they might lean lawful or chaotic. Consider giving players +2 bonus for honoring their alignment and a -2 penalty for acting out of alignment. And if a player wants to change their alignment? Let them because that is interesting stuff!

* Alignment is a decent group flag. If the party has mixed alignments, then consider testing the party's different reactions and cultural norms. If the party strongly leans towards a particular alignment, challenge the party's convictions.

* Class is a decent player flag. It gives the DM a rough idea of what the player wants to do with his character. A player can't change his character's class, so class is not a very dynamic flag. Multi-classing and prestige classes do give the DM notice of a player's changing interests, but classes are so broad, it doesn't seem very useful for the DM.

* Class is a weak group flag because most parties are "balanced" (i.e. a cleric, a magic-user, a fighter, and a rogue) for gamist optimization. A balanced party doesn't communicate much to the DM. However, if the party has multiple characters of the same class, then the DM could focus on shared interests and conflicts between those characters.

* Race is a minor player flag. It gives the DM some idea of the player's setting interests. A character's race doesn't (usually!) change, so it can't flag a player's changing interests. Give the character opportunities to spotlight their race's unique abilities to help the party. Create situations that test the race relations between party members and allies. Consider giving +2 bonuses or -2 penalties for inter-race interactions, though this might be too controversial for some players.

* Race is a good group flag. If the party has diverse races, then consider testing their races relations or different reactions and cultural norms. If the party has a couple members of the same race, consider using that race's home setting as a backdrop for your game. It gives characters of that race a strong tie to the game setting and it gives characters of other races opportunities to play an outsider. Just be careful to not give too much spotlight on the featured race.

* A cleric's Domains and a magic-user's School are a good player flag. They can give the DM ideas for friends, foes, and challenges that might interest the player of the cleric or magic-user.

* A cleric's Domains and a magic-user's School are a decent group flag. They can give the DM ideas for relevant quests or unusual settings. But be careful that your story does not steal the spotlight from the characters without the featured Domain or School!
 

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Very nicely stated.

Of course, there's the really simple option - talking to your players. It's not guaranteed to work, since some players aren't that good at verbalizing exactly what they want or even being sure about it, but at least it's a good start.
 


I have all my players write up backstories, from which I craft adventures or hooks. I do like this however as additional places to garner interesting things.
 



For Creation Schema I did a handful of things before really getting on with the campaign-

1. Spoke a lot about the world. While I did this I watched for reactions with certain subjects, ideas or locations. Warforged was popular in my case.

2. Speak to each player about what he / she is looking to do. One wants to reach Epic levels and another wants to reach deity-level.

3. Run a basic intro adventure that touches on things that interest you ( DM's count also) and look for oppertunities for direction there. I ran Forgotten Forge from the campaign book as my introduction.

4. Mixing player style, charcters used and interests create stories that work. For my group, they prefer straight out melee combat. Thus I limit the use of magic used by the bad guys to keep things even. I use word games / puzzles rarely if only to change the pace occationally.

5. Return to favorite things. I have one player that has a thing for Khyber Pits so I have one appear once per 3-4 levels. Don't ask what he does once there.... :heh:

6. Every so often touch up with them and see if you are doing a good job and the direction is agreeable with everyone.

7. Repeat and play
 

I am lucky in the respect that all the players in my campaign I have gamed with before. I know what type of game they like to play. Also, before I started my campaign, I told each of them what the world was like and what type of campaign it was. I told them we would not have combat every session. Some combats would be easy and some would be difficult. Expect lots of role playing/interaction and that there would be times for them to use their brains.
 

Festivus said:
I have all my players write up backstories, from which I craft adventures or hooks. I do like this however as additional places to garner interesting things.

ditto. if they want to add more later they are more than welcome. i then tie it into the game and we progress. but i prefer freeform play where the PCs are the center of their own universe.
 

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