djdaidouji said:
My struggles in my campaigns have usually been interesting non-combat situations. I can spend weeks thinking up a non-cliched storyline, only for it to end up taking ten minutes to complete. An example is a murder mystery that I came up with, and I thought it was pretty awesome. But it was my first time, and I made mistakes, and the entire session was pretty much done in a terribly boring hour.
Maybe the problem is avoiding cliches? If you wanted to do this style of book, you'd probably be best off picking out effective cliches for plotlines and then adding a menu of twists and changes to them, and also some 'gotchas' that have the potential of spoiling the whole thing.
So:
Scenario
The bad guy has something that the players need
Questions to be filled in:
What is the thing that the players need?
The "thing" could be:
An actual item
Some information
A person (either the villain has kidnapped someone and the players mount a rescue, or vice versa - the players intend to kidnap someone from the villain)
An important location
Why do they need it?
Motivations for the players include:
The characters are motivated by greed. The item either has a great monetary worth, or can give some amount of power to it's possessor. This also includes being sent to get the item by a rich or powerful NPC
The characters are motivated by desperation. If they do not get the item, the PCs will suffer. Example - the PCs have been infected with a disease and must get the cure, or the PCs are sent on the mission by a powerful and malevolent NPC.
The characters are motivated by obligation. They owe someone something and this will free them of the debt.
The characters are motivated by compassion. Freeing the kidnap victim, restoring things to their rightful place etc.
Why can't they just take it?
The object is protected by force. It is protected by guards or traps (section XX), or is on the person of the villain, who is dangerous. This will obviously involve the players defeating combat and trap encounters in order to reach their goal.
The object is protected by mystery. The players do not know where the object is. Finding the object could involve:
Solving riddles (Section YY)
Questioning NPCs (Section ZZ)
The object is protected by status. The object is something that would cause trouble for the PCs later if they were to simply take it. Usually this is because the current owner has powerful friends, or is in a position of power.
Some examples would be:
Stealing the king's horse
Stealing trade secrets from a large guild
Naturally combinations are possible - you can have a secret, guild-run, heavily guarded vault for example.
Twists and turns:
The target is not what the PCs thought it was: The jewelled orb is actually a dragon egg, the kidnapee is a willing accomplice. The well-fortified tower is actually a focus for holding a dimensional rip closed.
The defenses are not what the PCs though they were: The unguarded mansion is actually a heavily guarded secret headquarters to an underground organization, the hidden location is actually on display as a well known and loved relic. The mayor who holds the vital proof is actually an impostor.
Gotchas:
Do the PCs really need the item? If the PCs can think up an alternative, or can simply decide the task is too hard and quit, then all this adventure planning is for naught. Try to make the adventure you've planned the most attractive alternative. Make sure you take the motivations of your characters into account - it's no good sending greedy mercenaries on a mission to save the penniless orphans from evil unless there's something in it for them. Conversely if the only reward is money, then heroes might find their motivation lacking.
Can the PCs get the item in some simple matter? Is it possible they can just cast a spell and *poof* the item is in their hand? Does the PCs doing so actually bypass your adventure (for instance - if an item is protected by status, then this isn't actually bypassing the defenses at all)?
Something like that...
Then you have some sections on how to create a riddle (not just a list of riddles - but what makes a good riddle, why someone would use a riddle to protect a secret etc), how to create traps, some NPC sketches (start with very broad strokes and then add a handful of specific quirks to make them unique).
Finally some guidelines for how to do all this stuff on the fly (ie - sketch it out, flesh out NPCs as the PCs meet them and such)
That'd be my take on it anyway.