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Tag Archives: adventure design
Event-driven D&D Adventures Aren’t About Events; They’re About Villains
The plot of every vintage James Bond movie resembles a role-playing scenario based on an investigation and events. A hook like the theft of an atomic bomb sets Bond into motion. In an investigation, he chases leads from one situation … Continue reading
Posted in Advice
Tagged adventure design, Angry DM, Courtney Kraft, Dungeon World, fronts, Justin Alexander, plot, preparation, villains
2 Comments
Four Essential Qualities of a 4-Hour Dungeons & Dragons Adventure
Running adventures by other authors has raised my Dungeons & Dragons game. As a dungeon master for organized play, I have prepared adventures that seemed like duds. Sometimes, at the table, I followed an author’s script and saw that their … Continue reading
Running Shackles of Blood: Making the good adventure into a great session
The free, issue 4 of Dragon+ includes the Dungeons & Dragons module Shackles of Blood by Joshua Kelly. This adventure comes from the Adventurers League Expeditions program. Normally, this program only lets you play such adventures in public venues such … Continue reading
Posted in Advice
Tagged adventure design, Adventurers League, GEN CON, Rage of Demons, railroading
5 Comments
How knowing the difference between a setting book and an adventure helps craft better adventures
What makes an adventure different from a setting book? Both start with maps, locations, and characters, but what extra ingredients turn a source book into an adventure? You might name story or plot as that essential extra bit, but early … Continue reading