Skyscraper
Adventurer
Here is what I’m looking for in a commercial adventure.
I’d like for the module to be a hybrid between a sandbox-type adventure and one where the encounters are predetermined in advance; and I’d like for everything to be tied up not by a strict predetermined storyline but rather by a broad set of events that unfold and that player characters can interact with and influence.
My idea is to have the game funnel the players towards specific events, but in-between they’re free to accomplish things as they see fit and the DM is free to adapt the game according to player decisions. Give power back to the DM to improvise, to decide on-the-fly how things will unfold, and give him the tools to do it: full general area maps, full specific area maps, creature stats, creature motivations, social background, adventure hooks; but also how the different creature groups interact between each other and how the PCs might run into them. In other words, trace a line that represents NPC actions, and let the DM and players decide where and how the PC action line will intersect the NPC action line.
I did mostly homemade adventures in the past 30 years of DMing due to the flexibility they offer. I never prepare stuff very much in advance, because I wait to see what the players decide to do and it’s in-game that I get ideas for what the players will face next.
The problem with this approach is that it’s usually seen as incompatible with commercial adventures where you need to provide material for the DM from start to finish, you can’t wait on player decisions to design the rest of your adventure. Thus, either you get sandbox adventures where you have areas with encounter planned when the PCs visit that area; or you have railroad adventures where the DM guides the PCs through a set of predetermined encounters. Each has its drawbacks, among them for sandbox: lack of storyline; and for railroad: no room for players to influence events.
What I’d like to see is a module that provides area maps, which include general area maps such as the Vale or region where the adventure will occur, but also full specific area maps such as the complete map to important buildings: the temple of the dark cult, the small castle of the evil duke, the underground hideout of a fallen angel, two or three general-use street and house maps, and the like.
Then, the storyline is set. People have been disappearing from the Vale. PCs are hired to investigate. The truth behind the matter is that there is a dark cult that sacrifices people from the Vale as part of a lengthy ritual (say, months-long) to open a gate to the Abyss. A devil has been watching these events and wants to stop this and also put his hands on the evil life-draining relic that the cult is using. The evil duke struck a pact with the devil to get to power and is now bound to fulfil some things that he now regrets to help the devil get the relic. A fallen angel is also in the Vale to exact revenge against the devil who is the one who made him fall from grace and this loose cannon will have to be dealt with. Enter the thieves’ guild, the merchant’s guild, the militia, the three Counts that wish to increase their power under the duke or even take his place, a couple of clergies with their agendas, and you have a cooking pot that is ready to serve.
I just popped this up in a minute to show that the story benefits IMO from numerous interactions between the different groups – my story example itself is beside the point. What is important is that there is a storyline that will unfold unless the PCs act to stop it. This is the NPC storyline that the PCs can intersect.
What is then required to complete this NPC storyline is a general timeline of events. It can be precise, or approximate: week 1, the devil instructs the duke to send men to fetch the relic from the cult, but they are slain. Week 2, the PCs arrive in town and are approached by the clergy of a temple to investigate the missing vale-folk; the fallen angle arrives in town and causes some mayhem as he’s looking for the devil, and even gets arrested, but refuses to say the humiliating truth; all the while, the cult continues to capture vale folk. Etc… The DM is left to determine when exactly these events occur depending on what’s going on and how much the PCs foil plans or are active, but the general timeline is there to help. If necessary, it can be more precise.
Add to this some clues, numerous ones, that can be found left and right: the cult kidnaps people during the night by hiring creatures that can be sought and found by tracking, eye witnesses, a contact in the vale who’s always there when the kidnappings occur, magic residue at the place where the kidnapping occurred, …
And then, let the PCs loose in there. Where will they go, where will fights occur, who will they battle, who knows?
The funnel points are those in the storyline that you know the PCs will go to. For example, it’s likely that they will eventually fight the dark cult. You can even prepare a detailed encounter for that event. And you can spring the adventure towards something else afterwards, especially if it’s part of an adventure path. But between the start and the cult being thwarted, they were free to do as they wished.
Among that freedom, the players and DM will improvise and together come to determine what battles will occur, where most battles will occur, what will be handled by diplomacy and what won’t, etc... Not that the DM will ask the players for their opinion, but rather it will just happen on-the-fly as the DM decides to spring an attack at an opportune moment. (Trust the DM!) In addition to creature stats, the module would preferably provide several creature groups that are to be used as part of encounters, without any specific locale; and those would be in sufficient number that the DM won’t be caught short-handed if an encounter group is required, in fact it’s likely that all groups won’t have been used by the end of the module (and it’s fine!). The module can also give some terrain, traps or hazards that can be used in different areas. Some encounters can be entirely preset if it fits the story, for example the blind witch that never leaves her cave in the swamp, who has a crystal ball that would help reconstitute a kidnapping. But generally, nothing is preset. Isn’t normal after all that the creatures aren’t located at precisely the same place whenever the PCs show up? Can’t a castle be organised so that it’s easier to infiltrate at night? I still have trouble with: whatever the PCs do, they’ll end up fighting the next encounter with creatures A, B, C, D located at their respective position on the encounter map…
The bottom line to this is: trust the DM and the players!
I'd like to paraphrase Jerry Seinfeld, when asked what was the recipee for his success was when his show was hot in the '90s, he said: I trust the intelligence of my viewers.
In closing, I'd like to say that I'm not a professional designer or anything close to that, just another player, and I do not claim to hold any single truth here. I'm sure that commercial adventures as they exist right now are perfect for many players. (And some are to my liking also, to some extent.) I'm just voicing my own opinion on what I'd personally like to see in commercial adventures, nothing more.
Thanks for reading, and don't hesitate to comment.
Sky
I’d like for the module to be a hybrid between a sandbox-type adventure and one where the encounters are predetermined in advance; and I’d like for everything to be tied up not by a strict predetermined storyline but rather by a broad set of events that unfold and that player characters can interact with and influence.
My idea is to have the game funnel the players towards specific events, but in-between they’re free to accomplish things as they see fit and the DM is free to adapt the game according to player decisions. Give power back to the DM to improvise, to decide on-the-fly how things will unfold, and give him the tools to do it: full general area maps, full specific area maps, creature stats, creature motivations, social background, adventure hooks; but also how the different creature groups interact between each other and how the PCs might run into them. In other words, trace a line that represents NPC actions, and let the DM and players decide where and how the PC action line will intersect the NPC action line.
I did mostly homemade adventures in the past 30 years of DMing due to the flexibility they offer. I never prepare stuff very much in advance, because I wait to see what the players decide to do and it’s in-game that I get ideas for what the players will face next.
The problem with this approach is that it’s usually seen as incompatible with commercial adventures where you need to provide material for the DM from start to finish, you can’t wait on player decisions to design the rest of your adventure. Thus, either you get sandbox adventures where you have areas with encounter planned when the PCs visit that area; or you have railroad adventures where the DM guides the PCs through a set of predetermined encounters. Each has its drawbacks, among them for sandbox: lack of storyline; and for railroad: no room for players to influence events.
What I’d like to see is a module that provides area maps, which include general area maps such as the Vale or region where the adventure will occur, but also full specific area maps such as the complete map to important buildings: the temple of the dark cult, the small castle of the evil duke, the underground hideout of a fallen angel, two or three general-use street and house maps, and the like.
Then, the storyline is set. People have been disappearing from the Vale. PCs are hired to investigate. The truth behind the matter is that there is a dark cult that sacrifices people from the Vale as part of a lengthy ritual (say, months-long) to open a gate to the Abyss. A devil has been watching these events and wants to stop this and also put his hands on the evil life-draining relic that the cult is using. The evil duke struck a pact with the devil to get to power and is now bound to fulfil some things that he now regrets to help the devil get the relic. A fallen angel is also in the Vale to exact revenge against the devil who is the one who made him fall from grace and this loose cannon will have to be dealt with. Enter the thieves’ guild, the merchant’s guild, the militia, the three Counts that wish to increase their power under the duke or even take his place, a couple of clergies with their agendas, and you have a cooking pot that is ready to serve.
I just popped this up in a minute to show that the story benefits IMO from numerous interactions between the different groups – my story example itself is beside the point. What is important is that there is a storyline that will unfold unless the PCs act to stop it. This is the NPC storyline that the PCs can intersect.
What is then required to complete this NPC storyline is a general timeline of events. It can be precise, or approximate: week 1, the devil instructs the duke to send men to fetch the relic from the cult, but they are slain. Week 2, the PCs arrive in town and are approached by the clergy of a temple to investigate the missing vale-folk; the fallen angle arrives in town and causes some mayhem as he’s looking for the devil, and even gets arrested, but refuses to say the humiliating truth; all the while, the cult continues to capture vale folk. Etc… The DM is left to determine when exactly these events occur depending on what’s going on and how much the PCs foil plans or are active, but the general timeline is there to help. If necessary, it can be more precise.
Add to this some clues, numerous ones, that can be found left and right: the cult kidnaps people during the night by hiring creatures that can be sought and found by tracking, eye witnesses, a contact in the vale who’s always there when the kidnappings occur, magic residue at the place where the kidnapping occurred, …
And then, let the PCs loose in there. Where will they go, where will fights occur, who will they battle, who knows?
The funnel points are those in the storyline that you know the PCs will go to. For example, it’s likely that they will eventually fight the dark cult. You can even prepare a detailed encounter for that event. And you can spring the adventure towards something else afterwards, especially if it’s part of an adventure path. But between the start and the cult being thwarted, they were free to do as they wished.
Among that freedom, the players and DM will improvise and together come to determine what battles will occur, where most battles will occur, what will be handled by diplomacy and what won’t, etc... Not that the DM will ask the players for their opinion, but rather it will just happen on-the-fly as the DM decides to spring an attack at an opportune moment. (Trust the DM!) In addition to creature stats, the module would preferably provide several creature groups that are to be used as part of encounters, without any specific locale; and those would be in sufficient number that the DM won’t be caught short-handed if an encounter group is required, in fact it’s likely that all groups won’t have been used by the end of the module (and it’s fine!). The module can also give some terrain, traps or hazards that can be used in different areas. Some encounters can be entirely preset if it fits the story, for example the blind witch that never leaves her cave in the swamp, who has a crystal ball that would help reconstitute a kidnapping. But generally, nothing is preset. Isn’t normal after all that the creatures aren’t located at precisely the same place whenever the PCs show up? Can’t a castle be organised so that it’s easier to infiltrate at night? I still have trouble with: whatever the PCs do, they’ll end up fighting the next encounter with creatures A, B, C, D located at their respective position on the encounter map…
The bottom line to this is: trust the DM and the players!
I'd like to paraphrase Jerry Seinfeld, when asked what was the recipee for his success was when his show was hot in the '90s, he said: I trust the intelligence of my viewers.
In closing, I'd like to say that I'm not a professional designer or anything close to that, just another player, and I do not claim to hold any single truth here. I'm sure that commercial adventures as they exist right now are perfect for many players. (And some are to my liking also, to some extent.) I'm just voicing my own opinion on what I'd personally like to see in commercial adventures, nothing more.
Thanks for reading, and don't hesitate to comment.
Sky