When I write these posts, I occasionally offer advice aimed a folks creating adventures and game materials for print. I realize that this represents a minuscule number of readers, so I fret about writing to an audience of no one. On the other hand, I post for kicks, so here I go again. If you lack interest, this won’t appear on the test. My next post will move to a different topic. You may be excused.
In “The fifth-edition Dungeon Master’s Guide joins the battle against excessive backstory,” I complained about written adventures loaded with backstory that cannot possibly enter play. When I prepare to run a published adventure, I want only as much information as I need, when I need it. I know that this is an unreachable goal. Adventure authors must prepare me for actions my players won’t choose. Nonetheless, the goal stands.
When writing an adventure, save the “Adventure Background” section for last. Instead, write descriptions of backstory in the locations and scenes where players can discover it. An adventure may offer several ways to learn some essential backstory. You can repeat that background wherever it surfaces. I want information when and where I need it.
If backstory never comes up in a location or scene, that either means it’s not important or that you must find a way to communicate it to the players during play. For more, see “How to reveal backstory in a role-playing game session.”
Some authors feel tempted to stuff backstory into descriptions of non-player characters, but appending backstory to an NPC fails to do enough to put it into play. This approach tempts authors to pair NPCs with backstories that die with the NPC in 3 rounds. You can pair backstory with a character description, but only if you offer a way for players to learn the story.
As a dungeon master, I do appreciate a big picture look, so that “Adventure Background” does help me. When you finish writing your locations and scenes, go back and look at the history that gets revealed. You can then compile the subset that will enable the DM to understand the adventure. The telling details and sense of wonder can stay in the scenes and locations. If you finish your compilation and realize that some essential piece of background doesn’t appear in your compilation, then you know you failed to offer a way to communicate that background to the players. Dream up a few ways that the players can learn the background, then drop the element into the adventure.