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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Your Top Tip(s) for Prepping a Published 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="hawkeyefan" data-source="post: 7896038" data-attributes="member: 6785785"><p>I'll start by saying that most of the published adventures that I run are pretty heavily modified to fit my specific campaign. So my tips are made with that kind of mindset. Some of the things I'll mention have been sited already, but I think they bear repeating. </p><p></p><ul> <li data-xf-list-type="ul">Only run an adventure that you think will be interesting to both you and the players. I agree with [USER=6784845]@MonkeezOnFire[/USER] that this is vital.</li> <li data-xf-list-type="ul">Do your best to read the adventure in its entirety. At the very least, know the opening portions well, and at least skim the later parts. Yes, it's ideal to read the thing entirely and in depth, but the realities of life don't always allow for that, so you have to do as much as possible.</li> <li data-xf-list-type="ul">Do what you can to adapt the adventure to fit your campaign (in the case where the adventure is being used for an existing campaign) or with your specific group of PCs in mind. It should be possible with some minor tweaks to get your players a little more invested by having their characters tied to the events, locations, or NPCs featured in the adventure.</li> <li data-xf-list-type="ul">Similarly, tailor things to your players. If you're playing with a group you know well, then you know there may be certain things that won't appeal to or work for your players. Do what you can to make things a better fit for them. For example, a couple of my players can only handle so many NPCs before they just lose track. When I ran Tomb of Annihilation for them, I found the beginning of the adventure to be overloaded with NPCs.....potential guides for the jungle trek, several nobles in the city....so many NPCs. I eliminated most of them, and kept each group to a manageable amount. I also added a couple of NPCs for roles I thought were missing that were likely to come up for my players (an alchemist in the city, etc.).</li> <li data-xf-list-type="ul">I think the most important thing is to treat the book as a guide. It's not a holy text that cannot be changed. It's a game and it needs to be fun. If there are things that seem like they may be a good idea when you read them, but then when you reach them in play, they don't go well, do not be afraid to adapt them. Again, in Tomb of Annihilation (MINOR SPOILER ALERT) Acererak has what is basically a demiplane version of the tomb where he tests his traps and such. It's like a beta version of the tomb. The idea is pretty cool. But when my players wandered into this alternate version of the tomb, I realized how much of a diversion it was going to be, and how redundant if we played things out. So I simply narrated what they discovered and explained what it was, and we moved on. Never be afraid to change the material during play if needed.</li> <li data-xf-list-type="ul">Before each session, I try to jot down a list of possible ways things can go, or what I expect the session will include. Obviously, the players can totally destroy such expectations, but I find that having a little bullet point list ready is helpful. I try to have whatever materials may be needed for those possibilities (stat blocks, maps, etc) ready for those parts.</li> <li data-xf-list-type="ul">If the players do something unexpected, and you're less prepared for what they do than you thought you'd be, then just do your best and use your judgment and keep things moving. There's nothing worse than watching someone frantically flipping pages while we all wait for them to find the info they need. Just make it up as best you can remember, or do something you think will be interesting. If they've really thrown you off, then I think saying "hey, I need 10 minutes to kind of refresh my memory for this part, can we take a break while I read a bit?" This will give you a little time to either find what you're looking for or make up something suitable, without the pressure of a roomful of people staring at you while you scramble.</li> <li data-xf-list-type="ul">Keep things moving. Don't get bogged down in rules minutiae and questions if it can be avoided. Make a ruling and keep on, but make a note of the question and then read up on it after the game so that you can handle it better next time.</li> <li data-xf-list-type="ul">Related to the above, don't be afraid to rely on the players to assist with some of the game elements that the DM has to track. Have a player track initiative. Have another who looks up rules or spell questions in between turns. It's a group activity and the cognitive load of being DM is heavier than that of any individual player, so have them help out where possible.</li> <li data-xf-list-type="ul">Above all else, try and maintain the fun. If things are bogged down for whatever reason, try to change things up a bit, or throw a complication the PCs' way. Keep the players engaged and involved.</li> </ul></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7896038, member: 6785785"] I'll start by saying that most of the published adventures that I run are pretty heavily modified to fit my specific campaign. So my tips are made with that kind of mindset. Some of the things I'll mention have been sited already, but I think they bear repeating. [LIST] [*]Only run an adventure that you think will be interesting to both you and the players. I agree with [USER=6784845]@MonkeezOnFire[/USER] that this is vital. [*]Do your best to read the adventure in its entirety. At the very least, know the opening portions well, and at least skim the later parts. Yes, it's ideal to read the thing entirely and in depth, but the realities of life don't always allow for that, so you have to do as much as possible. [*]Do what you can to adapt the adventure to fit your campaign (in the case where the adventure is being used for an existing campaign) or with your specific group of PCs in mind. It should be possible with some minor tweaks to get your players a little more invested by having their characters tied to the events, locations, or NPCs featured in the adventure. [*]Similarly, tailor things to your players. If you're playing with a group you know well, then you know there may be certain things that won't appeal to or work for your players. Do what you can to make things a better fit for them. For example, a couple of my players can only handle so many NPCs before they just lose track. When I ran Tomb of Annihilation for them, I found the beginning of the adventure to be overloaded with NPCs.....potential guides for the jungle trek, several nobles in the city....so many NPCs. I eliminated most of them, and kept each group to a manageable amount. I also added a couple of NPCs for roles I thought were missing that were likely to come up for my players (an alchemist in the city, etc.). [*]I think the most important thing is to treat the book as a guide. It's not a holy text that cannot be changed. It's a game and it needs to be fun. If there are things that seem like they may be a good idea when you read them, but then when you reach them in play, they don't go well, do not be afraid to adapt them. Again, in Tomb of Annihilation (MINOR SPOILER ALERT) Acererak has what is basically a demiplane version of the tomb where he tests his traps and such. It's like a beta version of the tomb. The idea is pretty cool. But when my players wandered into this alternate version of the tomb, I realized how much of a diversion it was going to be, and how redundant if we played things out. So I simply narrated what they discovered and explained what it was, and we moved on. Never be afraid to change the material during play if needed. [*]Before each session, I try to jot down a list of possible ways things can go, or what I expect the session will include. Obviously, the players can totally destroy such expectations, but I find that having a little bullet point list ready is helpful. I try to have whatever materials may be needed for those possibilities (stat blocks, maps, etc) ready for those parts. [*]If the players do something unexpected, and you're less prepared for what they do than you thought you'd be, then just do your best and use your judgment and keep things moving. There's nothing worse than watching someone frantically flipping pages while we all wait for them to find the info they need. Just make it up as best you can remember, or do something you think will be interesting. If they've really thrown you off, then I think saying "hey, I need 10 minutes to kind of refresh my memory for this part, can we take a break while I read a bit?" This will give you a little time to either find what you're looking for or make up something suitable, without the pressure of a roomful of people staring at you while you scramble. [*]Keep things moving. Don't get bogged down in rules minutiae and questions if it can be avoided. Make a ruling and keep on, but make a note of the question and then read up on it after the game so that you can handle it better next time. [*]Related to the above, don't be afraid to rely on the players to assist with some of the game elements that the DM has to track. Have a player track initiative. Have another who looks up rules or spell questions in between turns. It's a group activity and the cognitive load of being DM is heavier than that of any individual player, so have them help out where possible. [*]Above all else, try and maintain the fun. If things are bogged down for whatever reason, try to change things up a bit, or throw a complication the PCs' way. Keep the players engaged and involved. [/LIST] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Your Top Tip(s) for Prepping a Published Adventure
Top