Page 72 - Dungeon Master's Guide
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USEFUL MAPS                                        The beginning of a good adventure should be exciting
            A good adventure needs thoughtfully constructed   and focused. You want the players to go home looking
            maps. Wilderness areas sprinkled with interesting   forward to the next session, so give them a clear sense
            landmarks and other features are better than vast   of where the story is headed, as well as something to
            expanses of unchanging terrain. Dungeons that have   look forward to.
            branching corridors and similar decision points give
            players the opportunity to choose which direction their   MIDDLE
            characters should go. Presenting the characters with   The middle of an adventure is where the bulk of the
            options allows the players to make choices that keep the   story unfolds. With each new challenge, the adventurers
            adventure unpredictable.                          make important choices that have a clear effect on the
             If drawing maps isn't your strong suit, the Internet is   conclusion of the adventure.
            a great place to look for adventure maps that have been   Over the course of the adventure, the characters might
            made freely available for use, as well as floor plans of   discover secrets that reveal new goals or change their
            real-world buildings and images that can inspire your   original goal. Their understanding of what's going on
            mapmaking. You can also use software to help put your   around them might change. Maybe rumors of treasure
            maps together.                                    were a trick to lure them into a death trap. Perhaps
                                                              the so-called spy in the queen's court is actually a
            PUBLISHED ADVENTURES                              scheme concocted by the monarch herself to seize even
                                                              more power.
            Published adventures are available for purchase if you
                                                               At the same time the adventurers are working to
            have neither the time nor the inclination to write an
                                                              thwart their adversaries, those adversaries are trying
            adventure of your own, or if you want a change of pace.
                                                              to carry out their nefarious plans. Such enemies
            A published adventure includes a pregenerated scenario
            with the maps, NPCs, monsters, and treasures you need   might also work to hide their deeds, mislead potential
            to run it. An example of a published adventure appears   adversaries, or confront problems directly,  perhaps by
            in the D&D Starter Set.                           trying to kill meddlers.
                                                               Remember that the characters are the heroes of the
             You can make adjustments to a published adventure
                                                              story. Never let them become mere spectators, watching
            so that it better suits your campaign and appeals to
                                                              as events unfold around them that they can't influence.
            your players. For example, you can replace the villain
            of an adventure with one the players have already
                                                              ENDING
            encountered in your campaign, or add something to
            the background of the adventure so that it involves your   The ending encompasses the climax- the scene or
            players' characters in ways that the adventure's designer   encounter in which the tension building throughout the
            never could have imagined.                        adventure reaches its peak. A strong climax should have
             A published adventure can't account for every    the players on edge, with the fate of the characters and
            action the characters might take. The nice thing   much more hanging in the balance. The outcome, which
            about published adventures is that they allow you to   hinges on the characters' actions and decisions, should
            focus your game preparation time on highlighting plot   never be a forgone conclusion.
            developments in your campaign that the adventure   An ending needn't tie everything up in a neat bow.
            can't address.                                    Story threads can be left hanging, waiting to be resolved
             Published adventures also provide inspiration. You   in a later adventure. A little bit of unfinished business is
            might not use an adventure as written, but it might spur   an easy way to transition from one adventure to the next.
            ideas, or you can pull out one part of it and repurpose
            that part for your needs. For example, you might use a   ADVENTURE TYPES
            map of a temple but repopulate it with monsters of your
                                                              An adventure can be location-based or event-based, as
            choice, or you might use a chase sequence as a model
                                                              discussed in the sections that follow.
            for a pursuit scene in your campaign.
                                                              LOCATION-BASED ADVENTURES
           ADVENTURE  STRUCTURE
                                                              Adventures set in crumbling dungeons and remote
            Like every story, a typical adventure has a beginning, a
                                                              wilderness locations are the cornerstone of countless
            middle, and an end.                               campaigns. Many of the greatest D&D adventures of all
                                                              time are location-based.
            BEGINNING
                                                               Creating a location-based adventure can be broken
            An adventure starts with a hook to get the players   down into a number of steps. Each step provides tables
            interested. A good adventure hook piques the interest   from which you can select the basic elements of your
            of the players and provides a compelling reason for   adventure. Alternatively, roll on the tables and see how
            their characters to become involved in the adventure.   the random results inspire you. You can mix up the
            Maybe the adventurers stumble onto something they're   order of the steps.
            not meant to see, monsters attack them on the road, an
            assassin makes an attempt on their lives, or a dragon   1.  IDENTIFY THE PARTY'S  GOALS
            shows up at the city gates. Adventure hooks such as   The Dungeon Goals table provides common goals
            these can instantly draw players into your story.   that drive or lure adventurers into dungeons. The

            CHAPTER 3  I CREATJNG ADVENTURES
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