Writing New Adventure: How to keep things from becoming too "Hack n' Slash"?

Thebalrog

First Post
Im writing my first completely original adventure and I was wondering if anyone had any off hand ideas and/or techniques they use to keep things in their adventures from becoming too "Hack n' Slash".

So far I was thinking little things players getting infected with different types of Diseases.

And of course a ton of political intrigue (if I can think of any) :)
 

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No I wouldn't say *no* monsters....

But make sure you have a good story as to what's going on and why, who everybody is, what their motivations are, and what they hope to do if the player characters do this that and probably the other. Don;t be tempted to heap riches and rewards on the PCs just cos this is your first module.

The best design advice beyond that I can think of is go quite deeply into the development of the NPCs. They don't have to be monsters in the green and googly sense, and the adventure doesn't have to be hugely serious either.

[An aside to those who are interested: My promised 3e scenario is underway and the expected completion date is around the end of the month. Seems like a long time, but it's going to be quite substantial and I have to carefully check out rules etc as I go. Nominal playing level 1-4, but can be used by other levels. Hopefully will be published on En-World (subject to Morrus's approval, of course) for all to use.]
 
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Some detective stories are always a good way to focus on roleplaying instead of hack `n slash.
Political intruge is an alternative, and can be combined with it.

Your poison idea is nice, but I think, if a PC is infected with a disease and has to find ways to heal this, he will be willing to use violence.

One idea:
Strange things happen in a small town. People disappaer. Who is behind it?
The Half Orc Ex-Barbarian, who rejected from his career and lives since a few weeks in this town? (Nobody likes him, nobody trusts him)
A group of goblins who camp a few miles outside the town?
The crazy group of youngsters, that all seem to rebel against their parents?
Make several clues that lead to the one or the other person/group...

Mustrum Ridcully
 

Puzzles and Traps are good to use in a more classic "dungeon crawl" enivironment. They require more thought and skill than hacking. Roleplaying opportunities to get information, etc. is a nice change of pace as well.

Be sure you don't overbalance the adventure too far from what the players will enjoy playing, though. Some players like to RP or solve puzzles, others just want to kill something. The trick is to balance the elements of the adventure so there is something for everyone, including the DM.
 

If you have the $5, try looking at Monte Cook's Demon God's Fane. I understand John Wick's What's That Smell also has RP solutions, but I have not personally read it.

But in general: build your hack-n-slash and try to determine how the players might get around it by sneaking or role-play. If you can't think of anything, build a few areas where sneaking, disguise, bluffing, or negotiation would let the players get around an encounter.
 

If you build it, they will hack. I agree with the first response; if you don't want hack and slash, you'll have to forgo monsters.
 

Try setting the players against a villian that clearly out matches them when it comes to toe to toe combat. Place clues and plot threads though that can point to a weakness or some way to defeat it. Example: to slay a certain monster that has been terrorizing the village the PCs might realize after a set piece encounter that they cannot defeat it by brawn alone, but maybe if they rally the townsfolk, or convince a retired paladin to help (or lend them his magic sword that sits on the mantle) they might have a chance. If they are forced to research legends or find a sage who has a particular piece of knowledge, it leads to adventure in itself. That being said, there is no stopping those hell bent on killing and maiming everything they encounter, and some would rather have their PCs dier than back down from a fight.
 

d20Dwarf said:
If you build it, they will hack. I agree with the first response; if you don't want hack and slash, you'll have to forgo monsters.

I agree. Most parties will only break their hacking habits if not presented with any "monsters" to chop up.

You do not necessarily have to go that far.

But write a plotline that makes sense without any monsters at all first. Then you can sprinkle in fantastic creatures for flavor, possibly substituting protagonistic and antagonistic human NPCs with other creatures.
 

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