Quickleaf
Legend
I've begun writing adventures again, and I was curious about what goes on your personal adventure writing checklist?
This could be something that's just on the forefront of your mind while writing, internalized knowledge, or it can be something more formulaic and structured. Whatever you feel like sharing.
Here's my current list of consolidated advice, assembled from a variety of sources including my own experiences, with thanks to Christopher Perkins, David Hartlage, Goodman Games, Jennell Jacquays, Justin Alexander, Kelsey Dionne, Mike Shea, Scott Rehm, Will Doyle, and Wolfgang Baur.
Adventure Writing Checklist
Combat
Dungeons
NPCs
Puzzles
Traps
This could be something that's just on the forefront of your mind while writing, internalized knowledge, or it can be something more formulaic and structured. Whatever you feel like sharing.
Here's my current list of consolidated advice, assembled from a variety of sources including my own experiences, with thanks to Christopher Perkins, David Hartlage, Goodman Games, Jennell Jacquays, Justin Alexander, Kelsey Dionne, Mike Shea, Scott Rehm, Will Doyle, and Wolfgang Baur.
Adventure Writing Checklist
- Write it to be fun for the DM to read.
- What motivates the characters to go on the adventure? Does this hook actually appeal to a large number of players?
- What is the fantastic location?
- Who is the villain?
- Put a spin on a classic trope.
- Have a kickass map.
- Present a strong start.
- Include meaningful decisions.
- Focus on here and now – avoid verbose backstories.
- Present exploration, combat, and roleplaying challenges – think about multiple solutions to any given challenge.
- Do the hard work that home DMs don’t have time for.
- Read it aloud.
- “Trim the fat.” (edit, edit, edit)
Combat
- Present a strong goal besides “kill all monsters.”
- Likewise, include interesting goals that suit the nature of your monsters (i.e. avoid the evil wolves trope).
- Include ~1 twist or complication per tier of play in more significant combats.
- Avoid static combats – have something change or develop during the fight, whether dramatic or scenic.
- Encourage PC movement via goals, hazards, or favorable positioning.
- Avoid using > 3 monster stat blocks in a scene.
- Foreshadow monsters that circumvent HP (e.g. medusa, shadow, intellect devourer, bodak, sea hag).
- Succinctly describe monster tactics.
Dungeons
- Incrementally show the dungeon’s story as PCs explore.
- Give players goals that encourage exploration.
- Include multiple entrance points.
- Use loops and hidden paths.
- Use verticality.
- Provide glimpses to deeper points in dungeon which may not be immediately accessible (i.e. foreshadowing).
- Include hidden rooms with cool treasure.
- Give each level or zone a distinctive theme.
- Present a dungeon ecology with interacting denizens.
- Make the dungeon a puzzle or mystery to figure out.
- Break through linear dungeon with feature that cuts through the whole thing (e.g. chasm or river).
- Why can’t the PCs take unlimited rests? (e.g. deadline)
NPCs
- Focus on the NPC’s motivation.
- Include a “dramatis personae” for NPCs that includes pronounciation, brief description, and page number.
- Avoid too many important named NPCs.
- Present NPCs as intended to be used – no more, no less.
Puzzles
- Make it optional with benefits/consequences.
- Last no more than 30 minutes.
- Present more than one solution and/or pair with another type of challenge.
Traps
- “Limited palette” avoiding “gotchas” in favor of a pattern of trapping the players can deduce. Present deviations on a theme rather than “kitchen sink” of traps.
- Reflect the trap-maker.
- Ways for every PCs to contribute.
- Traps that open new areas, provide a clue, reveal lore, or reveal a treasure. Or can be turned against enemies.