Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
What makes for an interesting adventure?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="aco175" data-source="post: 6980826" data-attributes="member: 27385"><p>A lot of this is great advise. Knowing your players is the best in my opinion. My group likes to kill things mixed in with a good plot and a few puzzles. There is less role-playing than other groups I have been with. Each will have their own tastes. We had one player in the past who liked to gain treasure and new abilities by advancing in levels over most of the rest. Dragon had some good things on this written by Gygax around 2003 that listed 16 or 17 items that players liked in various degrees.</p><p></p><p>I always liked to have a few different elements in my adventures, depending on how long each is planning to take. Right now most of my adventures take one or two nights so I break it down into 4-5 encounters per night. Some are introduction role playing, one or two may be a trap or puzzle, and most will be combat or some sort. The combats will be 1-2 easy combats where the group will destroy the enemy with a few being average to hard. The last encounter or next to last will be a combat that is challenging and memorable.</p><p></p><p>Maps should have a couple choices depending on how many encounters you have. The 5-room dungeon method is a good exercise in planning a 1-night adventure. I try to make each dungeon split or have a branch where a secret door leads to the final room or reward. Some split before coming back to the main threat. It is a bit like railroading, but there is limited choices involved. </p><p></p><p>Overall I would say to try and DM, it is rewarding and most players will thank you for it. The first few times you may not be great but it gets easier the more you do it. Steal maps and encounters from old material to mix with your designs. I find puzzles and traps online to steal and some are hard and others the players get right away. When you are stuck, ask the players what they want.</p></blockquote><p></p>
[QUOTE="aco175, post: 6980826, member: 27385"] A lot of this is great advise. Knowing your players is the best in my opinion. My group likes to kill things mixed in with a good plot and a few puzzles. There is less role-playing than other groups I have been with. Each will have their own tastes. We had one player in the past who liked to gain treasure and new abilities by advancing in levels over most of the rest. Dragon had some good things on this written by Gygax around 2003 that listed 16 or 17 items that players liked in various degrees. I always liked to have a few different elements in my adventures, depending on how long each is planning to take. Right now most of my adventures take one or two nights so I break it down into 4-5 encounters per night. Some are introduction role playing, one or two may be a trap or puzzle, and most will be combat or some sort. The combats will be 1-2 easy combats where the group will destroy the enemy with a few being average to hard. The last encounter or next to last will be a combat that is challenging and memorable. Maps should have a couple choices depending on how many encounters you have. The 5-room dungeon method is a good exercise in planning a 1-night adventure. I try to make each dungeon split or have a branch where a secret door leads to the final room or reward. Some split before coming back to the main threat. It is a bit like railroading, but there is limited choices involved. Overall I would say to try and DM, it is rewarding and most players will thank you for it. The first few times you may not be great but it gets easier the more you do it. Steal maps and encounters from old material to mix with your designs. I find puzzles and traps online to steal and some are hard and others the players get right away. When you are stuck, ask the players what they want. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What makes for an interesting adventure?
Top