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CHAPTER 3:  CREATING A DV ENTURES

              ~                                             rhe world's history be evident in the present situation.
                    REATI  G ADVENTURES IS ONE OF THE GREATEST
                    rewards of being a Dungeon Master.  It's a   Instead of dealing with what happened in the past,
                   way to express yourself, designing fantastic   an adventure should focus on describing the present
                    locations and encounters with monsters,   situation, what the bad guys are up to, and how the
                    traps, puzzles, and conflicts. When you   adventurers become involved in the story.
                    design an adventure, you call the shots. You
           o things exactly the way you want to.            HEROES WHO MATTER
            Fundamentally, adventures are stories. An adventure   An adventure should allow the adventurers' actions and
          shares many of the features of a novel, a movie, an   decisions to matter. Though it might resemble a novel
          :ssue of a comic, or an episode of a TV show. Comic   or a TV episode, an adventure needs to allow for more
          series and serialized TV dramas are particularly good   than one outcome. Otherwise, players can feel as if
          comparisons, because of the way individual adventures   they've been railroaded- set onto a course that has only
          are limited in scope but blend together to create a larger   one destination, no matter how hard they try to change
          narrative. If an adventure is a single issue or episode, a   it. For example, if a major villain shows up before the
          campaign is the series as a whole.                end of the adventure, the adventure should allow for the
            Whether you're creating your own adventures or using   possibility that the heroes might defeat that villain.
          ;JUblished adventures, you'll find advice in this chapter
                                                            SoMETHING FOR ALL PLAYER TYPES
          ~o help you create a fun and memorable experience for
                                                            As outlined in the book's introduction, players come
          :.·our players.
                                                            to the gaming table with different expectations. An
            Creating an adventure involves blending scenes of
                                                            adventure needs to account for the different players and
          exploration, social interaction, and combat into a unified
          whole that meets the needs of your players and your   characters in your group, drawing them into the story as
                                                            effectively as possible.
          campaign. But it's more than that. The basic elements
                                                              As a starting point, think about your adventure in
          of good storytelling should guide you throughout this
                                                            terms of the three basic types of activity in the game:
          ;Jrocess, so your players experience the adventure as a
                                                            exploration, social interaction, and combat. If your
          - ory and not a disjointed series of encounters.
                                                            adventure includes a balance of all three, it's likely to
                                                            appeal to all types of players.
          ELEMENTS OF A
                                                              An adventure you create for your home campaign
          GREAT ADVENTURE                                   doesn't have to appeal to every abstract player type-
                                                            only to the players sitting down at your own table. If you
          -=-he  best adventures have several things in common.
                                                            don't have any players who like fighting above all else,
                                                            then don't feel you have to provide a maximum amount
          _-\_  C REDIBLE THREAT
                                                            of combat to keep the adventure moving.
          _-\n adventure needs a threat worthy of the heroes'
          c.  rention. The threat might be a single villain or
                                                            SURPRISES
          ;:nonster, a villain with lackeys, an assortment of
                                                            Look for opportunities to surprise and delight your
          ::::wnsters, or an evil organization. Whatever their
                                                            players. For example, the exploration of a ruined castle
           arure, the antagonists should have goals that the
                                                            on a hill might lead to the discovery of a dragon's tomb
          :-:eroes can uncover and thwart.
                                                            hidden underneath. A trek through the wilderness
                                                            might lead to the discovery of a tower that appears only
          ?.-\MILlAR TROPES WITH CLEVER TWISTS
                                                            on nights of the full moon. Players remember such
          :-might seem stereotypical to build an adventure
                                                            locations.
          ;;sound dragons, orcs, and insane wizards in towers,
                                                              Too many surprises can be off-putting to players, but
          "Jut these are staples of fantasy storytelling. It might
                                                            adding the occasional twist gets players to adjust their
          also seem trite to begin an adventure in a tavern, but
                                                            tactics and think creatively. For example, you could
          ~hat's an idea that remains true to D&D. Familiar
                                                            spruce up a goblin lair by including goblin sappers
          srory elements are fine, as long as you and the players
                                                            with kegs of oil strapped to their backs. An attack on a
          occasionally put a spin on them. For example, the
                                                            villain's estate might be complicated by the unexpected
          :-nysterious figure who presents adventurers with
                                                            arrival of a special guest.
          a quest on behalf of the king might be the king in
                                                              When preparing for possible combat encounters,
          d.isguise. The crazy wizard in the tower might be a
                                                            think about odd pairings of monsters, such as a
          ;Jrojected illusion created by a band of greedy gnome
                                                            hobgoblin warlord and his pet manticore, or will-
          dlieves to guard their loot.
                                                            o'-wisps in league with a young black dragon. Have
          _\ C LEAR Focus oN THE PRESENT                    surprise reinforcements show up, or give the monsters
                                                            unusual tactics. Throw in the occasional red herring,
          .-ill adventure is about the here and now. A little bit
                                                            deception, and plot twist to keep players on their toes,
          of history might be needed to set the story in motion,
          and the adventurers might discover interesting lore of   but try not to go overboard. Sometimes a simple,
          :.1e past in the course of the adventure. In general, let   straightforward encounter with an ore guard is just as
                                                            fun for your players.
                                                                             CHAPTER 3  I CREATING ADVENTURES
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