csi
First Post
I find the best adventures are at least partially improvised and largely expand upon the players actions. Being the evil DM that I am, a lot of my plot hooks are inspired from little things that the players let happen that they didn’t think were consequential… and expand upon them. Make the PCs create their own problems EG Not bothering to hunt down the goblin who ran away from the scare spell (it was taking up their drinking time) only to find him and his 200 cousins launching a massive assault on the town the next morning.... or throwing away/selling a near-useless magic-item which actually belonged to someone important and needs to be hunted down and retrieved to settle a dispute.
If things go wrong you can always throw in a twist. One time the players were hired to wipe out a local group of orcs who are raiding the town but were defeated and captured. A half-orc party member challenges the leader to a duel (the orc must oblige under orc custom) and wins, becoming the orc chieftain. Finding they now command 90 orcs the players themselves decide to defect and lead their orcs to capture the town for their own. The look on the mayor’s face as he sees his old mates leading the assault…
None of this you would find in a written adventure though. I would say be creative and don’t be afraid to get it wrong.
If things go wrong you can always throw in a twist. One time the players were hired to wipe out a local group of orcs who are raiding the town but were defeated and captured. A half-orc party member challenges the leader to a duel (the orc must oblige under orc custom) and wins, becoming the orc chieftain. Finding they now command 90 orcs the players themselves decide to defect and lead their orcs to capture the town for their own. The look on the mayor’s face as he sees his old mates leading the assault…
None of this you would find in a written adventure though. I would say be creative and don’t be afraid to get it wrong.