FireLance
Legend
To me, the key elements of an adventure are:
1. A desirable outcome
In more sandbox games, the PCs themselves would determine this. In more scripted games, the objective could be suggested by the DM. Either way, this gives the PCs a goal to work towards.
2. One or more less desirable outcomes
These define the stakes for the PCs and the consequences of failure. This could include personal losses (death, loss of equipment, loss of status), but in some cases, it is one or more NPCs who suffer. While at least one less desirable outcome is necessary, adding a range of less desirable outcomes to account for varying degrees of success on the part of the PCs could result in a more interesting adventure.
3. The PCs have the ability to influence which outcome is arrived at
This is perhaps the most important point and is one of the factors that distinguishes RPGs from more passive forms of entertainment. Having defined the range of possible outcomes, the outcome which is eventually arrived at should rest ultimately on the choices, decisions and efforts of the PCs.
Now that I think about it, these three elements should ideally also apply one level down, when it comes to individual challenges, and one level up, when considering the campaign as a whole. It's kind of fractal.
1. A desirable outcome
In more sandbox games, the PCs themselves would determine this. In more scripted games, the objective could be suggested by the DM. Either way, this gives the PCs a goal to work towards.
2. One or more less desirable outcomes
These define the stakes for the PCs and the consequences of failure. This could include personal losses (death, loss of equipment, loss of status), but in some cases, it is one or more NPCs who suffer. While at least one less desirable outcome is necessary, adding a range of less desirable outcomes to account for varying degrees of success on the part of the PCs could result in a more interesting adventure.
3. The PCs have the ability to influence which outcome is arrived at
This is perhaps the most important point and is one of the factors that distinguishes RPGs from more passive forms of entertainment. Having defined the range of possible outcomes, the outcome which is eventually arrived at should rest ultimately on the choices, decisions and efforts of the PCs.
Now that I think about it, these three elements should ideally also apply one level down, when it comes to individual challenges, and one level up, when considering the campaign as a whole. It's kind of fractal.