How do you write an adventure?

I started the thread "How to start a new campaign" and now I want to know how you write your adventures or sessions.

How do you write it down? Do you make something like a "Dungeon Magazine adventure" or do you just write a few lines? What is important to have in mind? Does anyone have a few tips on inprovisations?


-Veneficus the Humble
 

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I do:

- Seed (some interesting concept), which implies most of the main NPCs and locations
- Motivations of the main NPCs
- Maps of the new locations
- Timeline of events (or Flowchart of events, if there are non-trivial dependancies)

-- N
 

After I have the general outline/overview of the adventure, I start by working on the NPCs and monsters. After I have the main bad guys down on paper, I either find a map or make a map and rough out who/what is where. If it's an especially plot-heavy adventure I also write out a timeline of what happened up to this point and rough out what might happen over the next few days. Then I go in and start doing the detail work -- tricks/traps, treasures, information resources the PCs might search out, descriptions of key people, places, items. I do write up things pretty completely as I go along. Also at this point I try to go over the PCs stats/abilities and try to come up with something fun/interesting/unusual that would appeal to each PC.
 

I start with adventure concept: The PCs need to [Instert Goal Here].

I then go to scope: This will be a [short scenerio/multi-location/epic quest/other].

From there, what I do often varies (i.e., "epic quest" will likely require more regional maps, various NPCs, updating political agendas for the regions it is intended to include, etc.). However, when detailing a key location (i.e., dungeon, ruined temple, volcanic caverns, etc.), I tend to work "outwards"; that is, the room/chamber/etc. in which the goal is located is done first, and then I work outwards from that location, layering the "obsticles/defenses" from "heaviest" to "lightest".

Example: Begin with the Orc Chief, end with the outlying sentries around the tribal camp.

This generally ensures that the adventure is designed in a manner that it progressively becomes harder the closer the PCs get to the goal since each outward layer is somewhat "lighter" than the previous layer.
 

If I don't have much time, I think of a plot, think at the rough classes and levels of the main characters, think how to tie the PCs in, and then run it. If I have lots of time, though, I enjoy writing very detailed adventure modules, complete with stat blocks, descriptions, introduction, NPC personality notes, background, even nifty formatting. I would do pictures if I could draw. ;) See my sig for an example.
 

I like to design adventures for particular players and PCs, rather than generically. What kind of adventures do they like? Hack and slash, puzzle-solving, lots of NPC interactions and character building, or a combination? A crew of action-craving players isn't likely to enjoy a murder mystery at a dinner party, and their PCs won't be very effective. I have one player who likes cats, so there's always a cat involved somehow in her party's adventures.

Once I've decided on a general feel for the adventure, I begin mulling over each element of Orson Scott Card's MICE (Milieu, Idea, Character, Event) quotient for writing fantasy or science fiction. Usually one element comes first, from the same place any idea comes from (your guess is as good as mine) and the others follow from there. The first element I think of often becomes the most important, probably because it was my source of inspiration for the others.

Milieu: What is the setting? A dungeon? A city? Wilderness? Which of these settings will provide the most opportunities for the PCs to use their skills and class abilities? Which will they find most intriguing?

Idea: This is the "what if" element. What if an evil being put all his power into an unassuming-looking ring, subsequently lost it, only to be found by one of the PCs (a halfling, perhaps?) who had no idea of its power?

Character: Who is this evil being, anyway? What does he want? How will his actions first touch the PC's lives? Who are his followers? Does he have allies? Enemies? I usually design the biggest, baddest villains first, and then fill in their henchmen.

Event: What do the PCs have to do to solve the problem posed by the "what if" idea? Hurl the ring into a volcano? How do I make their quest clear to them, so that the adventure won't go off-track? Will bad things happen if they delay? Will an NPC wizard warn them of the danger of the ring? Will the evil being send his minions after it?

Once I have these four elements in place, I write a paragraph to myself explaining the setup for the adventure, just to make sure it all makes sense to me. Think of it as a synopsis that no one besides you will ever read.

Then, the time-consuming and tedious (for me, anyway) part begins: statting the NPCs, drawing maps, coming up with puzzles to challenge the players. I probably enjoy improvising more than most DMs do, so I leave some details sketchy in order to fill them in as the adventure progresses -- my players often unwittingly (or wittingly, I suspect, as they have come to know me) improve upon my original ideas as they speculate aloud about what's going on. My general philosophy is not to design one bit more than I have to. Who cares what the innkeeper's name is? If it comes up in play, I'll just make up a name on the spot: Barliman something-or-other.

The last step is figuring out where the PCs are when the adventure begins, and how to work them into it in the most plausible, economical way possible. "You're sitting in a tavern when..." Again, sometimes the players can be helpful here. I often start an adventure by asking them, "It's a typical day, at 10 AM. Where would your PC be and what would they be doing?"

Hope this helps. I'd love to hear how other DMs work differently.
 

For me, it usually begins at google. Then I ask myself, what am I looking for, free or a pdf or print product? And then I try to figure out if I can borrow or modify the adventure to fit my needs.

However, when I want to start from scratch, then it goes one of two ways. I begin with an idea the campaign or adventure is based on, which could be an NPC, or a certain location. Then I try to expand and fill out that idea.

The other way is more limited, I just start randomly placing rooms and corridors on a sheet of paper, or use an online utility, and try to come up with interesting features for each room in the dungeon. These usually never get finished or are added piece meal to other stuff.
 

Generally I think about what my players are looking for in a game. Think of how to challenge them running that style of game. Then think about where they have been and where to next.

Then I work on an idea to flesh out, create main NPCs and preroll a bunch of random encounters.

Then I get maps and figure out the timing roughly the party will need to complete it.

Then I watch the PCs go 180 from where I was trying to get them :\
(thus the prerolled random encounters)
 

How I would write an adventure depends on the adventure. Different types of adventures require different approaches. For a dungeon crawl, I'd detail the nearest base of operations, the path from the Base to the Dungeon, and the Dungeon itself. For exploration adventures, I'd make a bunch of interesting sites and detail them as well as making some random encounters. For city based adventures I'd make it more like a flowchart, detailing scenes and the links between them.
 


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