DMs, How do you write your adventures?

One method that has been successful for me is to take a pre-written module and use it as an end-game, or a starting point for a campaign.

For instance, I've taken a couple of MonkeyGod modules, and twisted some of the key facts about the plots involved, and am utilizing the dungeons and NPCs mostly as is. Then, I've structured my campaign to culminate in these two modules (Black Ice Well, and Hellstone Deep), which covers me from about 15th level to 20th level.


I would separate campaign-level thinking, to adventure-level thinking. That is, I have an idea where my campaign is going, and I've had a loose outline of that campaign formulated for some time now. What was lacking was individual pieces, which are the adventures. I tend to go from game to game, so from one game to the next, I sometimes have a hard time thinking of "where they go next". For that, I first spend a lot of time just brainstorming, either while driving to work or home, or laying in bed at night.

Secondly, I usually create a map. This could be anything from a canyon gorge, to an ancient dwarven stronghold. It is usually something that will occupy the PCs for an entire evening.

Lastly, I fill it with monsters and traps, and whatnot.

After the game, I repeat the process. Throughout this process, I keep an eye on where I want the game to go, and begin thinking about NPCs I can introduce, or plot twists that will keep the players on their toes, etc.

As an extra twist, my party is pretty powerful (12th level), and they are fairly buffed out, so traditional challenges tend to not bother them too much. I usually have to spend a fair amount of time thinking of interesting encounters or monsters that might prove to be of a particular challenge to them.
 

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I haven't read all the replies here yet...so I may be repeating something. I'm in the middle of designing an adventure right now and am following the same old formula that I've always used:

Step 1: Come up with an idea - this can be anything and inspiration can come from anywhere. A particular scene, NPC, monster, whatever. Sometimes (often for me) this idea ends up not being central to the adventure...For example, in the last campaign, I came up with the idea of an encounter where a huge spider has nested at the top of a shaft in a cave or mine or something. There is a spiral stair around the outside wall of the shaft leading down. The party would have to get down the stair for some reason and the spider would be hunting them, attempting to knock them off the stair so they would fall into the nest of her babies (medium sized spiders) far below...This had nothing to do with the PCs' reason for going into the cave...but it was the initial idea I had and I built the rest of the adventure around it.

Step 2: Come up with a setting - Where is the adventure going to happen? Is it a dungeon crawl? An event based adventure in a town?

Step 3: Important encounters - Come up with 1-5 important encounters depending on the length of the adventure (generally 1-2 per game session you want the adventure to last). I find the lower-middle end of that spectrum works best because we only play once every 4-6 weeks so I like to have my adventures be completely contained in one gaming session, two at most.

Step 4: Minor encounters - These come in one of two flavors: relevant ones and irrelevant ones. This can be minor encounters that are just there to keep things exciting (the relevant ones). An example would be a patrol or a couple of guards or whatever...the Party isn't going to get anything important out of it...it is just an obstacle to be overcome that fills out the adventure. The irrelevant ones are things not related to the main adventure. These give flavor to your adventure and really help to make your world come alive. They also help your players feel like they are not being railroaded. There is no reason that these "minor" encounters have to be easy. I often make them too tough for the PCs (but give them plenty of room to avoid them). Example: The PCs were exploring a mine complex. Just outside of the complex was a large "shack" that housed a Hill Giant and his dog (a dire wolf). The PCs were 3rd level. They spotted the giant and avoided him as best they could but at the end of the adventure, the dire wolf spotted the party chasing their enemies out of the mine. The wolf killed the enemy (who was wounded) then started howling for its master. The PCs were forced into a nearby cave where they had to wait for the wolf and giant to leave (it was too small for them to get in)...unfortuately for the PCs the cave was the lair of a pack of ghouls! They were pretty wounded and out of spells so they had a tough fight. Luckily no one died. But this all helped the players to understand that their characters are really a small part of a larger world and there are things happening around them unrelated to their story. Sometimes these encounters lead to interesting side adventures that the PCs can choose to take (the ghouls' cave was the entrance to a hidden shrine to a god of death that had long been abandoned...but the PCs never chose to go explore it).

Where was I...oh yeah...

Step 5: Tie it all together. Make a map (or an event flow chart). Place your encounters (removing them, changing them, adding to them and detailing them as necessary). Add your flavor text. Figure out why your monsters and NPCs are there. What are they doing? Why should the PCs get involved in this adventure? etc. Pay attention to your encounter levels and how many encounters the PCs will have to face between opportunities to rest. Provide opportunities to avoid encounters or at least avoid fighting through every one if there are a lot of tough ones.

Step 6: come up with your hooks.

Step 7: Detail it...clean it up. Done.

So now lets look at the adventure I am currently designing:

My players are planning to go raid a goblin hideout in order to capture an important goblin so they can interrogate him in hopes of discovering the secret grove where a barghest is making its lair (the goblins were involved in summoning the barghest and recognize it as their god/leader). So I don't really have to provide hooks...

Step 1: Idea- I thought a Goblin Cleric/Rogue would be cool. I'll make him the BBEG in the hideout. I have 5 PCs and 1 NPC in the party, all 4th level. So this BBEG will be 6th level: Rog3/Clr3 to a god of trickery. That'll be cool. He can go invisble, sneak attack with a touch spell and generally mess with the party until his minions can drive them off (or he is forced to flee or surrender...my objective is to keep this guy alive for future adventures)

Step 2: The hideout is in a small hidden ravine with lots of caves around it.

Step 3: Major encounters - The PCs want to capture an important goblin..it can be the BBEG or one of his lieutenants. Since he is 6th level I figure he'll have 3 LTs, all 3rd level with 15-20 normal goblins below each of them (for a total of ~50 goblins in the hideout). So I just divide up the BBEG and his LTs into two encounters: 1) The BBEG, one LT (his body guards) and 4 mooks. 2) 2 LTs and 12 mooks. Both are ~EL 7 or something (I forget what it worked out to exactly and don't feel like calculating it). The PCs must successfully defeat _one_ of these two groups and capture one of the important goblins alive.

Step 4: Minor encounters - I take the remaining goblins and divide them up into groups of 10-16 goblins for EL3 and EL4 encounters. The party will get bored fighting goblins all day so I mix in a couple of Ogres and 3 worgs (with riders) as well just to mix it up. Also, how about something that doesn't make sense with goblins: An Ettin and a Choker. The Ettin is a tie to the Barghest, which used its charm monster ability to capture it and it left it with the goblins "for safe keeping unitl I need it for my diabolical plans...hahahahaha!!!!" :] The Ettin doesn't like the goblins so they have it chained up. There are two goblins guarding it at all times and they can set it free if ordered to do so (or the PCs can set it free to create a distraction...that would be cool :cool: ) The choker (advanced to HD 5) lurks in a pool in the center of the ravine. The goblins haven't figured out how to kill it yet and it has eaten few of them by grabbing them and pulling them into the depths of the pool. So they avoid the pool. A cleaver goblin in trouble might hint to the PCs that the clan's treasure is hidden in the pool... :]

Step 5: Draw a map - map out the ravine and complex of caves. Include the pool for the choker and large cave for the Ettin's prison. Place the encounters around the map in a sensible manner. Make sure the PCs can get in and out without disturbing the entire hideout if they approach with caution and stealth...but don't make it too easy!

Step 6: Hooks - already done since this is a side adventure from their main goal of finding and killing the Barghest. Their NPC friend is a Ranger that has been scouting the hideout...so provide some clues through him on how best to approach this (but don't make it too obvious...make the party do some homework on their own). Give lots of hints to the presence of the Ettin as it could result in TPK if things go badly...

There you go! One adventure worth 4-6 hours of gaming easily. Just need to detail it.
 

That's another good point - if you have a bunch of modules you want to run, stringing them together, perhaps with some "filler" adventures if the level gaps aren't quite all filled, can also be a good way to run a first campaign (or later one). I did that with the first wizards 3.0 modules when I started running again. It was a good way for me to get back into DMing, to learn the new rules, and it wasn't too hard to just plop them in various places in my world to allow for a continuous campaign.
 

Normally I use a commercially published campaign setting. Skip down to #3 if you are doing the same.

1) I get a rough idea for a theme for my campaign world. The theme is what is important more than anything else as it will be what sets it apart from other worlds. As an example, think of the Forgotten Realms and Greyhawk. Nothing really sets them apart, they are the vanilla flavor of campaign settings. Now look at Midnight, Scarred Lands, and Ravenloft. They all have an overlying theme to the setting. In Midnight the campaign centers around the PCs as members of a resistance against a dark god that has conquered the world. In Scarred Lands the world is recovering from a RECENT war between the gods and the titans (Elven characters may even have lived through it). Ravenloft has an overlying gothic horror theme but I have just as much fun running a survival horror campaign with it. I can't emphasise how important this is. In the Forgotten Realms if the party destroyed a nearby goblin encampment they'd be lauded as heros by the locals. In Midnight they'd probably be run out of town or betrayed. In that setting a Legate (priest of the dark god) accompanied by a Orcish patrol would soon arrive to find out what happened and would destroy the town for the trouble that was caused by the party. Two different consequences to the same situtation based upon the theme of the campaign setting.

2) I then map out the local area where the campaign is going to start. The rest of the world isn't important because in all liklihood the players (if they are from that local area) don't know much about the outside world except for rumors they have heard. Expand your map as you go, that way you aren't constrained by geography that you've previously come up with.

3) You may find this funny but I sit down and watch TV and not just Sci-Fi/Fantasy types of shows. CSI, 24, and Law & Order all have great plots that you can use. If terrorists are trying to release a biological agent in a city you can do the same thing in your campaign setting with the players trying to stop a demonic plague from being released. Take the main plot line and twist it to fit your setting. Don't railroad by providing only one method of success (what was on the TV show), just use the main plot to define your point of conflict and let the players come up with their own way to thwart it.

4) Once I have an "Overplot" I'll then work out the important NPC's and Villans. I also give some thought to likely tactics and jot them down so my villans fight intelligently. I then print out a spreadsheet with 100 names on it that I can quickly use to assign names to minor NPC's. I use EBON (Everchanging Book of Names) for this.

Hope this all helped!

Link for the Everchanging Book of Names
 

I live and fly and die by my notes.

My notes have sections:
1. PC section (name, player, race, class, level)
2. Notable magic items gained by PC's & who has them.
3. Map of current gaming area
4. NPC's section (name, race, class, level, personality & important notes)
5. Campaign Log (brief but explicit overview of previous deeds in games).
6. Future Hooks
7. Random Name Matrix of 80 (8x10) names for on-the-fly naming.
8. NPC Matrix (about 10 most common NPC stats to the area)
9. Current Environment (rough notes on inhabitants & major cities in current 300 mile radius of PC's)
10. Calendar (list of important dates & events on them, like holy days, PC's travel times from place to place, etc.)
11. Actual physical calendar matrix (to keep track of current date & travel projections).


In order:
1) Are the players currently following an existing plot? If yes, then:
A) Is the current plot complete? If not, design the remaining chapters first using existing hooks, NPC's, and environment.

2) Note current environment of PC's. Come up with at least 2 general hooks for adventure based on where they are. Include in each one memorable locale or scene that they will encounter.

3) In each hook, describe NPC's with minimal detail (name, class, race, level, personality).

4) Generate cheat sheet of important monsters and NPC's, listing AC, init, speed, saves, attacks & damage, and special attacks. Have at least 10 monsters/NPC's in this matrix common to their current area.

5) refill random name matrix (an 8x10 array of 80 names) with any names used from last game; record any notes made on created NPC's in NPC section of notes.

6) record all previous actions of party from last game; note any special NPC's, vendettas, grudges, or obligations. Note any timed events on calendar section of notes.

With my notes, I can run any type of adventure on the fly; I also have sufficient info to make leeway in one direction if the party changes sudden direction.

My current FR game concerns the Company of the Endless Bridge; they NEVER finish a long-term task, completing minor jobs but never sticking with one thing for long. With a group like that, I HAVE to be prepared to go any direction needed. :)
 

Cougar said:
My problem is not envisioning a campaign or an story arc, but actually coming up with enough "script" (for lack of a better word) to fill an eight (sometimes more) hour session. I find it difficult to get myself organized and this makes it near impossible to have a cohesive adventure session.

I am DMing in Kalamar right now and ran through the excellent Coin Trilogy set of modules.

So, the question I am asking is what method do you as DMs use to write what is going to happen during your very next session?

Organization goes a long way toward making a session flow well. Its never good when the players have to wait while the DM looks up rules or monsters. If you are comfortable running modules, but feel they are too canned then I would suggest you write your adventure up like a module, but leave out the canned descriptions. This will provide a very satisfing experience at the game table. It keeps you on track and you have all the info you need at your finger tips. Unfortunately, it sounds like you don't spend a lot of time on game prep. If this is more work than you have the time and motivation to do then you'll have to determine the minimum work needed to give you a good game. Here is the low prep time method I use.

To keep you focused I agree with other posts that you should start with NPC and villans. In addition to stats, keep an agenda and time line for the prime villans. What are they doing while the players are busy trying to stop them? Make a little decision tree of Villan actions based on the players actions. Including what will happen if the players don't get involved. If my players don't bite at the initial hook then I find something else for them to do on the fly and the Villans move on to the next step in their grand scheme. Usually, that next step provides another plot hook that can give the players another chance to get involved. Typically, once I have them hooked they don't stray too much, but if your players tend to get distracted you may need to build in several steps that might bring their interest back on track. The players don't feel railroaded this way, but they usually stay on the track of the plot.

You need to lay out your expected story arc with some options if things don't go as planned. The Hallmark of a poor DM is inability to deal with changes in a carefully constructed plan. Even with some alternatives in place your players will surprise you.

Next, I try and plan some key encounters that the players will likely pursue. This is easier in a fixed setting like a dungeon, but can easily be handled in other settings as well. I find that combat can slow the game to a crawl if you are not prepared as DM. I have recently started using the initative cards available for free from the game mechanics at

http://www.thegamemechanics.com/freebies/index.asp#fantasy

This has most of the information you need to run a fight if you fill it out in advance. (Index cards work too.) I like to put sticky notes on the relavant pages of the Monster books, so I can flip to them quickly if I need more information quickly. It doesn't take long get these ready, so I don't feel bad if I don't use them all. They have a way of coming up again. A few brief notes on the location and terrain can also be helpful. An extra card with references to look up right before the session can really come in handy if you aren't familiar with all the relavant rules. (We've recently switched to 3.5 and I like to make sure I have reviewed spell descriptions, and monster special abilities before a session, so that I don't get stuck looking up rules during the session. At the very least having a sticky note on the realvent page will save time if you do have to review.)

I like to have most of the treasure detailed before the session as well. This helps to avoid game balance problems and also gives me a chance to make the treasure more interesting. Its a good place for plot hooks too. (Treasure maps, unusual coins, intelligent magic items with an agenda, stolen works of art, spell books of missing Wizards, religious icons, famous items associated with a historical events or persons, letters, secret messages, rare gems, stuff from far off lands--it can all be clues to your save the world plot.) I think its important that the bad guys have a chance to use any goodies against the party before they get them. However, I do like to roll some of the treasure during the session. There is a certain sense of excitement that the players get from knowing that something random is coming off the charts. It could be an unually big payoff or a rare item. Sometimes magic items that don't seem very interesting to me turn out to be player favorites when they come up randomly. I could roll them before the session, but there is something about the anticipation of seeing the DM roll the stuff that gets players excited.

Detailed character sheets. If you are using minimal planning you need to refer often to the character sheets. Characters have a limited number of feats and skills. Its important to work in opportunities for the players to use the things that make their character special. As a DM its your job to create those opportunities. The same thing goes for special magic items. If they have it give them a chance to use it. Especially if it was something they went on a quest to get. This is easier to do if you plan out adventures with a module level of detailed and it goes a long way toward removing that generic canned feel when you alter a published adventure to give the characters a chance to shine. It will also help you keep things moving if you have a detailed background for the characters. They will be much more interested in your story arc and save the world plot if you tie it to the background and history they create for the characters. Anyway, I refer often to the character sheets to keep the players interested.

I also tend to write little notes of interesting ideas I have between sessions that may or may not relate to the grand plot. They could be bits of history that add more depth, interesting twists on minor NPC's or monsters, treasures, or just details that add color. I have them handy when I am running a session and toss them in as opportunities present themselves. Sometimes they become just a footnote to my world and other times they in up leading to major story arcs.

Finally, a list of clues, hints, and events that I need to make sure the players find out in order to further the plot. How they get found is less important than having a checklist, so that you make sure you don't leave anything out. Nothing spoils a game like forgetting to give the players an important piece of the puzzle. The players are wandering aimlessly and the DM is frustrated because the players don't seem to get it. Its a good idea to have some extras in case the players are having an off session and not seeing the big picture.

Depending on how much time passes between session I also recommend having a recap of the previous session to be read at the beginning of the session or sent out via email in between to keep the important issues in the players' minds. If you are too busy consider rewarding a player with a bit of extra experience for being the recapper. Of course you have to make sure the player doesn't leave out any important ideas you tossed out in the previous session.

As a recap I have--a world (which you already have in place with Kalamar), some detailed NPC (good guys the players can call on as well as "bad guys"), an agenda for the antagonists, a flexable story arc, some planned in encounters (including some semi-random ones that aren't plot driven, but just available in case the players go in a different direction), cards with monster/villan stats (and flags in your books), some notes on location details (as much as you need to give the players an environment for the encounters--many DM's do this on the fly, but you may find the encounters more interesting if you have some details the players can use in at least a couple of the big fights), idea notes, detailed character sheets, planned treasures, notes on unfamiliar rules that might come up, a list of clues/hints, and a recap of the previous session.

With this collection of goodies I find I can run a decent 6-8 hour game with minimal problems and a smooth flow. As a DM you have to make a trade off between the amount of prep time you can give and the amount you need. Good luck and happy gaming.

Scotley
 

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