Writing Adventures for the First Time

DanielJ

First Post
I'm a new dm and i'm starting to think about writing my own adventures,
the only problem is that i'll come up with a concept and i'll write what happens at the begginning, the hooks etc and the end but it lacks any filling or substance. The basic outline of the adventure is there but the guts or detail that makes the adventure complete and playable isnt there. And i am having alot of trouble doing this.

If anyone can please help me i'd really really appreciate it.

Note: i'm using the forgotten realms campaign setting.
 

log in or register to remove this ad

The first thing I learned when making my first adventure that while there is a beginning and a middle and an end. You have to be open to the other possibilities. The players fill out the rest. run with it, be able to adapt and continue.

in FR don't bother with any of the famous names, cause then it's all about spectacular stuff. stick to basics, keep it simple.
 

You'd be surprised -- what might seem bland or ordinary or featureless to you can seem pretty darn cool to the players. :)

Maybe try to do a mental walkthrough of the adventure -- what do you see and hear?

Also, if you're dealing with NPCs who might talk, it's not a bad idea to have a couple of key lines of dialogue written ahead of time to maybe get a conversation started.
 


EricNoah said:
Also, if you're dealing with NPCs who might talk, it's not a bad idea to have a couple of key lines of dialogue written ahead of time to maybe get a conversation started.

This is an excellent suggestion and something that I do for the games I run, too. I write down at least a couple of possible dialogue lines that I anticipate each NPC might say. In fact, I've included this concept in the adventure settings I've published. I find them very helpful in giving voices to the characters.

Everyone has their own style, but I like to focus on the little quirky details of each character. Give an NPC a husky voice or a nervous tick. Attitudes toward the PCs should also vary, from hostile to friendly. Think about each character's motives and why they appear in your adventure. Is your NPC looking for something? Perhaps he's fighting someone on the road? Maybe he's cooking some food at a campfire?

Each character should have a story. That doesn't mean you need to outline an entire biography, but think about an interesting thing or two and go from there. Sometimes the best stories tell themselves.
 

This may be counter-intuitive, but don't try for perfection, greatness or even completeness the first time round. Chances are, you won't be able to achieve it, and you'll get so caught up trying that you won't get round to the real DMing experience that will enable you to do so. Start simple and add complexity as you get more comfortable and experienced in your DMing role.
 

Since you are a new DM, I highly suggest that you do not write/create your own adventures to start with. You should purchase a couple of DUNGEON magazines and run one or two of those adventures first.

DUNGEON is the INDUSTRY STANDARD for quality scenario formatting, style, and content. If you want to "Write" a scenario for your players, COPY the style in DUNGEON. There are lots of other great adventures out there, but they are all hit and miss unless you get a specific reference to one from somebody. A copy of DUNGEON magazine should be the first thing you go out and purchase.

Writing adventures is easy if you simply create an underground complex (called a dungeon) that a mad wizard created a long time ago that is inhabited by monsters. Get yourself some graph paper and scribble up some rooms and corridors. Stick some randomn monsters in some numbered rooms and then write up the contents of each room (room description; Monster; Treasure).

Writing is hard if you spend too much time on dumb things like detailing treasure, writing up long descriptions of rooms with no purpose, and writing up stat blocks (NEVER WRITE UP STAT BLOCKS..JUST REFER TO THE DMG-NPC'S OR THE MONSTER MANUAL). Stat blocks for NPC's should NOT be written up UNLESS the PC's are going to fight them..even in that case just use the NPC's from the DMG.

A note on formatting:
Adventures are set up like this:
Section 1) Adventure Background
Section 2) Adventure Summary
Section 3) Encounters
3a) Read-Aloud Text (this text paints the background for the PC's to interact with. This is written 3rd person..i.e. you almost NEVER use the word YOU in the read aloud text..you're not telling the PC"s what they're doing..you're telling them what's in the room). GOOD EXAMPLE: The 20x20 room contains an old table with a book on top of it and a red tapestry on the far wall. DO __NOT__ SAY THESE BAD EXAMPLES: As YOU walk into the room YOU see a red book. As YOU open the book, demons jump out. As YOU walk over to the tapestry YOU spring a trap. As YOU look at the tapestry, YOU estimate that it was created in the netherese period and is pretty valuable to YOU. Just describe the room and trust the DM to interact with the players.
3b) DM's Information text (this is where you note what 'should' happen to the PC's
3c) Monsters, traps, etc. It's best to just list a monster manual page here. There's no reason to do more work than you have to. Example: 14 medium zombies (see monster manual)
3d) Development (this is where you note how the PC's should get to the next encounter and also how this encounter plays out affects the scenario; if necessary). Example: The next day, the evil cleric will be back to this room. If the zombies have been defeated, he will be angry and will send out 2 ghouls to track down the PC's.
Section 4) Conclusion/wrap-up: Example: THE END
Section 5) Treasure and x.p. summary. You can list anything unusual here, otherwise it's just as easy to list this in the encounter.
Section 6) Appendices: Maps, player handouts, stat-blocks, etc.


Three last notes:

1) Download the DUNGEON writer's guidelines: http://paizopublishing.com/writersguidelines/dungeon_writer_guidelines.pdf
2) Download the LG Writer's Guidelines at: www.yahoogroups.com/group/lgwriters
3) READ your DMG section on adventures.


Lastly: join the only adventure writing discussion group in the world: WWW.YAHOOGROUPS.COM/GROUP/LGWRITERS

Jay Hafner, DC
Denver, CO


..
 

EricNoah said:
Maybe try to do a mental walkthrough of the adventure -- what do you see and hear?

Also, if you're dealing with NPCs who might talk, it's not a bad idea to have a couple of key lines of dialogue written ahead of time to maybe get a conversation started.

We call the first element, "STORYBOARDING." They do that in the movies, so why not do it in scenario-writing? Example: http://www.the-last-unicorn.net/storyboards.htm


Eric's second point is nice for DMing, but only marginally useful for writing an adventure. What I usually do is take and adventure and look at the NPC's. I scribble in the margins about what I think should be the 'voice' of the NPC. For example: An elven ranger encounters the PC's and discusses the orcish invasion. I may scribble in the margin: He talks like Sean Connery from James Bond. Just giving the person a 'voice' will get you motivated to give him an attitude :) The reason it's less useful for 'writing' is that you can't predict what the PC"s are going to say. You can anticipate some of their questions however.

Run with it!

jh
 
Last edited:

Remove ads

Top