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 adventure worked despite my concerns. When I had little experience with adventures other than my own dungeons, I found lots of pleasant surprises. I learned a lot.
Those surprises happen less often now. I feel confident judging which 4 elements I always want in something like a 4-hour Adventurers League session.
I have the voice of authority to back me up. The book Heroic Worlds: A History and Guide to Role-Playing Games by Lawrence Schick includes a list of adventure tips from legendary designer Jennell Jaquays. Goodman Games publisher Joseph Goodman listed advice for penning a good adventures to accompany How to Write Adventures that Don’t Suck. This post features select tips from the experts’ lists. Believe them.
All 4 qualities in my list resist easy adjustments at the table. This post’s draft included, “Give it the villains a fighting chance,” but I cut it. If an adventure puts a beholder in a tiny room where the heroes can make it into a piñata, I can adjust at the table. If an adventure fails to include a variety of challenges, only a rewrite will help.
In every 4-hour adventure, I want 4 qualities:
1. A variety of challenges. This ranks as my number 1 by a wide margin. Typical D&D groups bring varied tastes, and few players like 4 hours of the same. Any session should include (1) a social scene, (2) a combat encounter, and either (3a) a thinking problem or (3b) a secret to investigate.
To qualify, the social scene must start with a goal and pose an obstacle. See How to Use Scenes and Summaries to Focus on the Best Parts of a Role-Playing Adventure. Social scenes that dump purposeless characters into a banquet or marketplace confound most players.
“Make sure some role-playing interaction with other sentient beings is necessary for success.” – Jaquays
A typical 4-hour adventure features two or three battles, and I like variety in the combat encounters. When I ran the D&D Encounters program and saw the adventure for a new season, I eagerly scanned the pages, noting which monsters would appear. A variety of foes excited me. (I remain easily amused.)
At Gen Con 2017, I ran adventures set on the streets of Hillsfar. Typically, city adventures suffer from recurrent fights against thugs, thieves, and assassins. Same fight, different alley. The authors of this Hillsfar series imagined ways to pit players against a variety of monsters, and that made me happy.
“Pace it well. Long, tiresome combats should be followed by quick rooms. Thought-provoking puzzles should be followed by bloodbaths. Slow, trap-filled hallways should be followed by a rousing fight.” – Goodman
2. A fast start. When players sit for an organized-play adventure, their characters land in the the adventure too. I like adventures that speed through the chore of getting the characters to agree to the mission their players already accepted. DDEX03-14 Death on the Wall by Greg Marks includes a favorite hook: Someone fleeing pursuit dumps a pack containing a message on the characters. Bang! We’re off!
“Always begin a new adventure with action: a fight, a chase, a breathtaking escape, a witnessed crime, and so on.” – Jaquays
Nothing vexes me more than an adventure that challenges players to uncover the secret of their goal for the adventure.
Most organized-play adventure hooks should also promise a reward in gold early on. Not all characters aim to do good or to seek adventure. Players will take adventures without seeing the rewards ahead, but on behalf of their characters, they still wonder why are we doing this?
“Maintain a ‘cut to the chase’ feeling—start with a bang and get to the action fast.” – Goodman
Some critics argue that starting an adventure with a fight ranks as a cliché. Ignore them. For many D&D players, the game only starts when they start rolling dice. At my weekly D&D game, the kids can sit without a battle, but at least one parent pines for action. (Not me. Well, not just me.)
3. A choice. Players accept that a 4-hour time limit leaves no room for open worlds, but when an adventure shunts the party through a fixed sequence of scenes, players notice—and they grumble. Every adventure should feature an option that leaves players wondering what would have happened if we had….
I love DDEX2-13 The Howling Void by Teos Abadia and DDEX03-15 Szith Morcane Unbound by Robert Adducci for offering players unusual freedom. Both also demand more from a DM than a typical session. Some overwhelmed convention DMs bridle at the prospect of prepping many encounters that may not occur.
In practice, just a couple of choices satisfy players. But avoid false choices that could lead to the same scene. Players should know enough about their options to expect a different outcome from each possibility. See Illusionism: if player choices seem to matter, does it matter if they don’t?
4. A dash of the fantastic. In D&D, authors sometimes reserve the mind-bending fantasy for high-level characters. But I like every adventure—even that 1st-level strike against bandits—to include a fantastic element. Have the goblins uncovered some lost bit of magic that lets them do something wondrous?
I remember a D&D adventure that relied on a bomb as a threat, and how that made me sad. In the fantastic world of D&D, could the most interesting threat really be a bomb? I turned the bomb into a magical box that opened a door to the spirit world and lured vengeful souls onto the material plane.
Not all the fantastic elements need to be dangerous or useful. Interesting trinkets and strange phenomena can create the same wonder. The magic fountain feels tired by now, but you can create fresh wonders that put enhantment into your world.
“Convey a sense of the fantastic. Convey this through encounters, descriptions, and most importantly, magic. The fantastic is what makes D&D so much fun, and that has to come across in the adventure.” – Goodman