Tag Archives: linear adventures

The Grand Campaign, Dungeon Master Gear, Fourth Edition D&D, and Other Reactions From the Comment Section

I’m ready for another trip into the comment section.

The Grand Campaign

My post on the grand campaign prompted a couple of commenters to tell of their long-running grand campaigns. Michael “Chgowiz” Shorten’s game has run more than 10 years. Rick Stump’s Seaward campaign has run 38 years and currently hosts 24 player characters and many more henchmen and hirelings. “With every player running multiple PCs and multiple adventures going on concurrently yes—strict time keeping is essential!” Rick has blogged about Seaward since 2013. Michael and Rick’s message: Passionate game masters still run grand campaigns. You can too.

Gary Gygax made the days characters needed to naturally heal seem like a key reason for a campaign calendar. Characters would spend days between adventures slowly recuperating. But Dan makes an good point, “Every game I’ve played in or run, there has been at least one PC with access to healing magic, so in between adventures he or she would just memorize as many healing spells as possible and rapidly bring the whole party to full or nearly-full hit points.

I’ve never seen a character sidelined for days of natural healing either. I suspect natural healing played a bigger part in Greyhawk for three reasons:

  • Few players chose to play clerics.
  • With no extra spells for high wisdom, and no spells until second level, the original clerics gained less healing magic.
  • Characters who adventured together also competed as rivals for the best treasure. In early D&D, characters raided dungeons for loot and players kept score in gold pieces. Outside of the dungeon, clerics might not heal rivals, and they certainly would not heal anyone who didn’t first make a generous donation to the church.

To gain the pace of a grand campaign where real time passes in pace with campaign time and an adventurer’s career can span years, Simon N. runs fifth edition with a house rule where a long rest takes a week.

Dungeon Master Tools

Chris asks, “Have you looked at ArcKnight for their spell effects? My only complaint there is they don’t have a way to pop them out so you have to cut them.

ArcKnight sells flat-plastic, spell effect templates. When I first saw these templates, the cones didn’t match the proportions set by fifth-edition rules. Now the templates fit the spell descriptions. I especially like the templates for ongoing effects like Cloudkill and Ice Storm, because their art adds scenery to the battle map. The templates come in exhaustive—but pricey—sets for clerics, wizards, and druids. I feel no need for line templates, or separate templates for, say, every 20-foot-radius effect. I would buy a less-expensive generic set with the common circles, cones, and squares.

ArcKnight sells 1-inch grids marked on transparent sheets. (Sorry, Sly Flourish.) This product overlays a grid on an unmarked map.

In Some New Favorite Dungeon Masters’ Tools, I wrote about my attempt to shape conical spell templates from wire. My templates proved usable, but too flexible. Matthew Lynn offered some advice for shaping templates that I’m ready to try. From a hobby shop, he purchased a brass rod about as thick as a coat hanger. Then he shaped it with bending plyers and connected the ends with heat shrink tubing.

The Joy of Figuring Things Out

In a post on figuring things out, I suggested that fourth edition’s designers emphasized character skill over player skill. Tom challenged my statement. “I’m confused about what, exactly, in the core 4E books (a mechanic or piece of advice) emphasizes character skill over player skill that isn’t already present in third edition or earlier.

To be fair, nothing in 4E blocks a style focused on player skill. As Tom noted, the section on puzzles in the fourth edition Dungeon Master’s Guide explained how to challenge players. Still, the edition’s emphasis on skill challenges and set-piece combats leans on character skill. We know the designers wanted this emphasis because their author guidelines for Dungeon told authors to favor tests of character skill and to avoid challenges aimed toward players.

In response to the same post, The Grymlorde™ offered a good perspective on puzzles. “I like to think of puzzles more like doorways to secret levels, side-quests, and Easter eggs. You can get through the adventure without having to solve the puzzles but you miss out on the best treasure, the best experience, the “truth” and so on. The worst puzzles are the ones where the adventure fails if you fail to solve the puzzle. Which means that the mandatory puzzle must be fairly easy to solve so that everyone has a good chance of finishing the adventure because some people are really good at solving puzzles (e.g. my wife) and others are terrible at it (me).” One question: If you’re married to The Grymlorde™, what do you call him at breakfast?

Linear Adventures

Even as I defended linear adventures, I praised The Howling Void by Teos Abadia for fitting many choices into the constraints of a convention time slot. In a comment, Teos gave more insight into his design. “The theme of my adventure was elemental air, and that element is all about chaos. I set to capture that swirling chaos through a multitude of options combined with foes that moved.

The downside is that there are some really fun encounters the party will never see. And, when they are having a great time, the players know they missed out on some fun. DMs certainly commented that they had to prep more rooms than they will actually run. One upside is that the DM can run this several times and still feel like every run is fresh and different.

Was it worth it? I think so. I won’t use this approach every time, but I think some adventures should work this way to keep players on their toes, to have a strong feeling of player action and choice mattering, and to break away from a linear style. Programs like AL are stronger when they include different approaches from time to time.

Lately, all the Adventurers League scenarios that I’ve played have flaunted an obvious lack of choices. Most still ranked as good-to-excellent adventures, but I have missed Teos’s flair for succeeding with different approaches.

Encouraging Role Playing

My post on encouraging players to role play, led several readers to contribute advice, so I suggest visiting that post’s comment section.

A few posters wanted to emphasize that role playing doesn’t require voice acting. A silly voice can distract from a serious character. Sometimes a character’s actions, decisions, and even silence can reveal role playing. That said, subtle depictions of character tend to get lost at the game table.

Someone with the handle 1958fury, who may also answer to Christine, commented on my tips for encouraging role playing. “I especially like this bit:

“‘Beyond this sound but conventional advice, many DMs suggested ways to pressure uncomfortable or uninterested players to role play. Don’t do that.’

“Thank you for that. I see that suggestion given a lot, and it drives me nuts. I’m shy, and I usually have to play with the same group for a while before I break out of my shell. Being put on the spot too much early on is a sure way to keep me from returning to your table.

Fourth Edition

When I wrote the story behind fourth edition, commenters like Marty from Raging Owlbear challenged my take on the business conditions at Hasbro leading to the edition. These comments made a fair request for more information.

Ryan Dancey led the D&D team through the third-edition boom and Wizards of the Coast’s first years as a Hasbro subsidiary. He wrote about Hasbro brand strategy and how it could apply to D&D. “Sometime around 2005ish, Hasbro made an internal decision to divide its businesses into two categories. Core brands, which had more than $50 million in annual sales, and had a growth path towards $100 million annual sales, and Non-Core brands, which didn’t.

Core brands would have included Magic the Gathering, while D&D ranked as non-core.

Core Brands would get the financing they requested for development of their businesses (within reason). Non-Core brands would not. They would be allowed to rise and fall with the overall toy market on their own merits without a lot of marketing or development support. In fact, many Non-Core brands would simply be mothballed—allowed to go dormant for some number of years until the company was ready to take them down off the shelf and try to revive them for a new generation of kids.

It would have been very easy for [Hasbro head of boy’s toys Brian] Goldner et al to tell Wizards, ‘You’re done with D&D, put it on a shelf and we’ll bring it back 10 years from now as a multi-media property managed from Rhode Island.’ There’s no way that the D&D business circa 2006 could have supported the kind of staff and overhead that it was used to. Best case would have been a very small staff dedicated to just managing the brand and maybe handling some freelance pool doing minimal adventure content. So this was an existential issue (like ‘do we exist or not’) for the part of Wizards that was connected to D&D.

To players who love and understand D&D, the perspective of a corporate, D&D-outsider can seem out of touch. Such executives might only know D&D as the game that lost players in the steam tunnels under Michigan State. Perhaps some wondered if players needed to dress up to play.

Dancey‘s best-case strategy parallels the one that kicked off fifth edition, with freelancers supplementing a tiny team of staff designers, and with as many staff working on branding and licensing as on the tabletop game.

Michael Benensky wrote, “You are not coming off as a 4E hater. Generally it irks me when people tear down 4E since I think it was the best edition.

I wrote a series about the business decisions that fed fourth edition’s design and why the design failed to pay off. Then I posted it on the Internet—a place not known for measured reactions. Folks who loved 4E and those who rejected it both liked the posts’ evenhanded stance. I count that as a win.

Are the Authors of the Dungeon & Dragons Hardcover Adventures Blind to the Plight of DMs?

Adventure paths reveal their linear design in the name: They follow a path. In a linear adventure every play group follows the same plot thread, through the same scenes, to the same conclusion. For adventure creators, linear adventures bring advantages. They’re compact. Authors can devote their energy—and a published adventure’s pages—to content that reaches play.

Adventure paths are episodic campaigns that look linear from a distance. Such adventures offer choices in each episode or chapter, but at the end of each chapter, the path leads to the next chapter. This device enables an entire campaign to fit into a book.

Adventure paths serve dungeon masters by making a campaign with a story arc that leads from start to finish easy to run from a book.

In 2003, the Shackled City adventure path in Dungeon magazine led the format to prominence. Shackled City and its successors proved so popular that Paizo made adventure paths the foundation of their publishing strategy, and the inspiration for the name of their Pathfinder role-playing game.

In the classic adventure path, each episode ends with clues or hooks that lead to the next episode. This arrangement dates to Steading of the Hill Giant Chief (1978). The steading’s treasure room contains a map of the Glacial Rift of the Frost Giant Jarl and a magic chain capable of transporting 6 to the site.

When the designers of the fifth-edition Dungeons & Dragons paired a line of hardcover adventures to the game, they aimed to grant players more freedom than a classic adventure path allows. Each book finds ways to break from the adventure-path model.

The early fifth-edition hardcover adventures avoided hooks connecting the adventure into a narrative. Perhaps the designers felt the lack of threads benefited the adventures by adding some of the freedom of a sandbox. Explaining his design for Hoard of the Dragon Queen, Steve Winter said, “There are specific tasks characters should undertake and a sequence in which they happen, but we don’t hand the DM a script.”

Many reviewers judged this design strategy harshly. Bryce Lynch wrote that the designers of Hoard of the Dragon Queen “clearly have an idea of how the adventure should proceed, but are terrified of being accused of railroading.”

The adventures that followed Hoard of the Dragon Queen avoided a specific sequence of tasks. Most chapters described locations and the designers invited players to roam.

While these adventures experimented with sandboxes, they still expected a good dungeon master to prepare or improvise leads for players who need a nudge.

The 2nd adventure, Princes of the Apocalypse, poses as a sandbox with strongholds to raid and ruins to explore. But the “character advancement” sections on page 41 and 75 reveal a problem with granting so much freedom. Each note lists the character level best suited to the dungeons and sites on the pages to follow. For example, one site is “appropriate” for 6th-level characters; another “works best” for 9th level characters. D&D lead designer Jeremy Crawford explained, “For a lot of our published adventures, we’ll have broad difficulty targets for different parts of the adventure. For example, we might decide that one chapter of one of our adventures is really designed to be not too much trouble for characters of 6th level. Characters of any level can go into that chapter, but really what we’re doing is we want to ensure when an optimal group is there, it’s not too much trouble.

In Princes of the Apocalypse, players can stumble into areas too dangerous or too easy for their characters. “If characters aren’t careful, they can definitely ‘dig too deep,’ going down into dungeons for which they are woefully underpowered,” Mike “Sly Florish” Shea wrote. “Thus, its possible for people to go down a stairwell leading from a fourth-level dungeon to an eighth-level dungeon with just a few steps.”

Jeremy Crawford and the D&D team see such design as a feature. “Our starting assumption in 5th edition is that the game is pretty open ended and sandboxy, and we often like—particularly in our published adventures—dangling out the possibility that you might wander into a fight that you can’t win. We don’t view the game as a series of combat encounters that you are expected to face in a predictable way and then march off with a set amount of experience points and treasure. We view the game as a set of potential combat encounters, some of which you might not turn into combat encounters at all.”

Although mixing challenges of all threat levels feels natural and perilous, this cocktail suffers disadvantages. Weak foes force tables to waste time reaching inevitable outcomes. Overwhelming foes make players feel ineffectual, and may kill characters.

Letting characters find a few mismatched encounters livens the game. Letting them stumble into entire dungeons that don’t suit them probably yields a bad session. If low-level characters go into a high-level dungeon, they can only fight to escape. No player enjoys fleeing a dungeon, and then starting a quest for weaker foes—especially if the dungeon seemed like the best route to reaching their aims.

If high-level characters enter a lower-level site, then the game becomes a rout. Most players enjoy an occasional chance to dominate battles, but when I play and I’m not challenged, I’m bored—and I’m not alone. Mike Shea asked D&D players on Facebook about this topic. Would players rather (a) have their DM scale up an adventure to challenge higher-level characters or (b) keep the low-level content and let players savor their power. Of those responding, 95% preferred a scaled-up challenge. See Mixing Threats from Weak to Lethal in a Dungeons & Dragons Game

Like its predecessor, the 3rd adventure, Out of the Abyss, featured loosely-tied locations, each designed to suit characters of a particular level.

In a guide to Out of the Abyss, Sean “Powerscore” McGovern wrote, “This adventure thinks it is a sandbox, but really it is a railroad in serious denial.” To Tim “Neuronphaser” Bannock, the lack of story threads made Abyss resemble “a sourcebook disguised as an adventure.”

The adventure leaves connecting the locations to the DM. “Be ready to build quest threads and hooks between each of the big areas so the players have one to three clear paths to take as they explore the Underdark,” Mike Shea explained.

Such requirements make designers seem blind to plight of DMs running a 256-page adventure. The designers wrote the book. When they play their own material, they enjoy a deeper understanding of their scenarios than any DM can gain from the text. This mastery makes adjustment and improvisation easy for them. If they need a hook, they know just the walk-on character on page 167 who can offer it. If their players go off book in chapter 2, a designer has no fear of inventing some detail that wrecks the plot assumed in chapter 7.

The designers seem to assume that DMs resist a written playbook as an unwelcome limitation, but most DMs appreciate the help. If a hook or clue doesn’t suit their game, DMs know to ignore or adapt it.

The 4th adventure, Curse of Strahd, ranks as the most successful “sandboxy” design. The Tarokka card reading brings one advantage by hinting at the means to Strahd’s defeat and providing clues that might guide the adventure. The card reading assigns destinations, but as Sean McGovern explains, “it’s up to the DM to figure out how to get the group to these places, and new DMs are going to have a hard time with that. The hooks that take you from one area to another are buried deep in each chapter.” To complicate the challenge, DMs must deal with hooks likely to lead inexperienced characters to their deaths.

The 5th adventure, Storm King’s Thunder, starts with sandbox exploration and finishes as a linear adventure. In between, the adventure leads through 1 of 5 possible strongholds. On the plus side, the choice of giant strongholds gives the adventure unusual variation. As a minus, the strongholds stand as a highlight, but most groups will only explore one. (Still, a party at my local game store chose to battle through them all.)

Of the fifth-edition hardcover adventures, Storm King’s Thunder suffered the second-lowest rating among reviewers on enworld. Reviewers praised the strongholds while criticizing the sandbox chapters.

To start, the adventure shows the menace of the giants, but leaves characters with no clear way to meet the threat. Instead, the characters run errands until they reach the adventure’s true beginning. The errands suffered from such weak hooks that DMs either need to rework them or to face players dutifully following a course because the adventure expects it. Mike Shea advised DMs to “Be ready to fill in a lot of blanks with your own stories, quests, motivations, and dungeons; particularly early on.”

Weak hooks and blank spots can leave DMs to struggle. “I’ve been running Storm King’s Thunder and the first three chapters of the adventure presented nothing but trouble for me,” Snazzy wrote in comments on this site. “I basically did what the book recommended, trusting that it would make sense and my players would want to do what the book suggests. And it turns out that it doesn’t really work. Which is disheartening! I’m a pretty new DM and so when the campaign book I spent all this money on has issues which require significant patching in the very beginning, it shakes some confidence in the product. The whole point of me buying a campaign was so I could game with less prep time required.”

Many experienced DMs share this dissatisfaction. Sean “Power Score” McGovern writes guides that help DMs running the adventures. “My guides to these adventures are by far the most popular articles on my site. To me, that says that DMs need help with these books. That should not be the case! The point of a published adventure is to make it so that the DM does not have to do a lot of work!

“I still think they should be organizing these adventures like Pathfinder adventure paths—linear. If you want a sandbox, It’s not hard at all to make a sandbox out of a [linear adventure]. But it is very time-consuming to turn a sandbox into a path.

“Every single 5e adventure requires a ridiculous amount of homework and I think that is a shame.”

McGovern wrote those words in the wake of Curse of Strahd. But Storm King’s Thunder presents a flow chart to help DMs, and the latest book, Tomb of Annihilation, scored higher with reviewers than any of its predecessors. Is the fifth-edition D&D team helping DMs more? Perhaps. The hardcover line shows consistent improvement and Tomb of Annihilation rates as the entry that best serves DMs. Some of that success comes because Tomb draws from proven styles of play. The first half offers a hex crawl patterned after  Isle of Dread (1981). The second half lays an adventure path through chapters inspired by classic adventures from Dwellers of the Forbidden City (1981) to Tomb of Horrors (1978). The authors Chris Perkins, Will Doyle, and Steve Winter deserve some credit too. Will Doyle once said,  “Adventures are playbooks not novels.”

Still, I’ve heard nothing from the D&D team that suggests they share Will’s insight. Too often, the designers seem to think DMs who read a 256-page adventure can match its author’s comfort and mastery. Sometimes, the designers have hidden linear designs like a stain of dishonor. But an adventure path offers players plenty of choice and freedom within its chapters. And besides, players don’t hate linear adventures as much as designers think.

As works of imagination, the fifth-edition hardcovers contain the some of the best D&D adventures ever. They teem with vivid characters, fantastic locations, and unforgettable scenes that few DMs could match—especially throughout a campaign. But too often they work better as books to read and admire than as blueprints for DMs to run games at the table.

5 Situations That Tempt Every Dungeon Master to Railroad Their Players

If you believe countless Dungeon & Dragons adventure reviews, nothing ruins an scenario as quickly as a linear design. In a linear adventure every group follows the same plot thread, through the same scenes, to the same conclusion. At best, critics accuse linear adventures of eliminating the players’ choices between scenes. At worst, critics say linear adventures require dungeon masters to abuse their power to shunt players along a railroad. Instead of steering the adventure, players follow a fixed story.

In my last post, I explained that players don’t hate linear adventures as much as reviewers and dungeon masters think. We tend to judge harshly because we see the lack of options. In a successful adventure, players never see the walls.

Many gamers conflate linear adventures with railroading, but that mistake tars decent adventures. Players seldom mind linear adventures, but few players tolerate railroading. DMs who railroad deserve player complaints.

“Railroading is not linear prep,” Phil Vecchione from Gnome Stew explains. “Railroading is the game master’s reaction to a player’s action, in an effort to drive the game in a specific direction. That reaction is to typically negate, reverse, or shut down a player’s action, in order to get the game moving in the GM’s desired direction.”

A successful linear adventure invites certain choices and makes assumptions about outcomes, but it never forces a result. Some of the success of an adventure depends on the designer’s ability to predict choices and outcomes. (See Actions Players Always Take and Choices Players Never Make.) When the predictions fail, adventures tempt DMs to railroad.

In some game situations, when the players veer from the plan, the temptation to railroad becomes nearly irresistible. These situations appear in nearly every DM’s career. Instead of succumbing to temptation, what should we do?

1. When an action leads in a direction you never anticipated, improvise.

Every DM eventually faces a player decision that nullifies all the planning that prepared for a game. “If you can’t improvise, you’ll eventually hit a wall you can’t climb over, or find yourself trapped in a corner and unable to talk your way out,” D&D senior producer Chris Perkins writes.

“Improvisation demands equal measures of intuition and confidence. DMs who lack sufficient intuition or confidence tend to have trouble improvising at the game table. The good news is that DMs, being creative souls, rarely fall short in the intuition department. They know a good story from a bad one, a well-developed character from a cardboard cutout, and so forth. However, confidence is a far more rare commodity, and DMs who lack the confidence to trust their intuition often have trouble improvising behind the DM screen. I know because I’ve been there.”

Entire books aim to help game masters improvise, but often the trick comes down to making a leap into the unknown–or unprepared. If you find yourself stuck, call for a break, spend a few minutes finding inspiration, and then go with the idea that seems most fun.

2. When an action may deliver an easy win that cuts an adventure short, reward the ingenuity and then add complications.

Mike “Sly Flourish” Shea likes to note that we DMs match our one brain against the players’ six brains—a serious mismatch. Sometimes players invent a plan that threatens to skip the middle of an adventure and deliver an easy victory.

As one possible response, DMs can grant players an easy win. Players relish a chance to thwart the villain (and the DM) with an ingenious plan. Perhaps the characters built around deception or infiltration get to shine.

But an easy win can’t cut a 4-hour convention adventure to a half-hour assassination. If you want to spare more of your preparation, reward ingenuity with some success, and then add reasonable complications that make the plan unravel. Perhaps the players reach the throne room, but discover that the lich-king has left to sow terror and whatnot. Now the players must decide how long they dare to wait in the heart of an enemy stronghold.

Many ingenious plans start with the players impersonating the villains’ cohorts and seeking a free pass to the boss’s war room. In those scenes, I seek ways to help the heroes while also stirring trouble. Often some of the party must pass as prisoners or foreign allies. What if guards demand to take prisoners to the dungeons and allies to the rest of their delegation? Sometimes I add tests of loyalty. “We’ll take you to the Prince of Murder, but first help us execute your prisoners.” Even when a deception succeeds, such tests suggest that smart foes hold some natural suspicion.

3. When players try to start fights during an interaction scenes, pause the action.

Sooner or later, every dungeon master sees players stop a role-playing scene to start a fight. As the party talks with a scheming queen, a player blurts out, “I hit her with my axe!” Picking a fight during such an interaction typically causes problems because the adventure expects the queen to bridge the way to the rest of the adventure. The attack burns the bridge and leaves players running from her heir and her army.

These scenes tempt me to add a hidden pit trap between the charging barbarian and the queen. Actually, that makes some sense. If I were boss of some D&D land, my throne room would feature a trap door.

If the archer or warlock launches a ranged attack, every DM feels tempted to turn the queen’s guards into invincible minor minions who crush the party. Then the queen threatens to hang the characters unless they continue the scheduled adventure. Steal from the classics.

A better, non-railroad response includes 3 steps: (1) pause the attack, (2) learn the root cause of the attack, and (3) reroute the adventure.

Instead of letting the instigator roll damage, pause the action.

If only one player wants the fight, Teos “Alphastream” Abadia explains how he lets the party intervene in-game. “I’ll freeze time. ‘Everyone can see that your character is about to kill this person. Everybody has a chance to stop this. What do you all want to do?’” Teos makes it clear that the single player stands alone against everybody else in the party. See What To Do When A Player Interrupts A Role-Playing Scene To Start A Battle.

If the whole party seems eager for battle, look for the root cause of the attack.

Perhaps the players see the queen as a bad ally, so when the adventure leads to an alliance of convenience, the players rebel. Murder in Baldur’s Gate assumed characters would support one of three patrons who vied for power. The patrons start unsavory and, as they gain power, become worse. My players wanted no part of it. I needed to find a more agreeable patron.

Often, the players see the queen as a villain they will fight eventually. Why not solve the problem now? As DM, tell the players how their characters’ lifetime of experience in the game world reveals flaws in the players’ plan. “The reputation of the queens’ knights leads you to believe that they can easily defeat you.” If the players attack anyway, finish the fight, and then find another patron.

4. When plot features recurring villains, but the party blocks their escape, plan for escape, but prepare for a new villain.

Every DM loves a recurring villains. But to establish one, you need to introduce the villains and then somehow invalidate the players’ decision to murder them.

Typically, DMs underestimate the players, and so potential recurring villains die during their first scene. Our odds stand at 6 brains to 1. As a slim advantage, we have time to plan. Don’t make a potential recurring villain the most threatening target in an encounter. Don’t leave the villain exposed between their turns. Plant a potential barrier along the escape route. (I’m not above an escape via spinning bookcase.) Start the escape while minions remain to block pursuit and while the villain still has enough hit points to survive the players’ biggest attacks. Accept the (probably) inevitable premature death. Prepare to call another foe from the bench.

In the interest of story, Monte Cook’s acclaimed adventure Dead Gods requires villains to escape the players. “It’s crucial to the story that some of the cross-trading khaasta escape with the thief of charms and some of the stolen beauty. If necessary, the DM can increase the number of khaasta in the encounter or rule that some of the creatures have already escaped through the portal by the time the PCs arrive in the alley (and make it clear to the heroes that this has happened). The latter option foils the use of a gate ward or surelock spell to stop the khaasta.” Unfortunately, once the DM sees the need for such measures, it’s probably too late.

5. When the story includes the players’ capture, but the players win instead, wait for another chance.

The most egregious crime of railroading comes when a DM wants players taken captive. In adventure fiction, heroes get captured regularly. So DMs dream up similar stories, and then try to force a capture despite the players’ determination to never get taken alive.

Notoriously, A4 In the Dungeons of the Slave Lords starts with the players’ capture. This adventure originated as a tournament adventure where players adopted pre-generated characters already imprisoned. When the authors adapted the adventure for home campaigns, they anticipated complaints. “It is likely that [the players] will be angry at the DM for putting them in such an ‘unfair’ situation.”

The Adventurers League adventure Shackles of Blood depended on players getting captured. Some players went along for the ride, but others resented it. I tweaked the adventure so players who thwarted capture could choose to become captives as a heroic gambit. No one resisted that.

To engineer a capture, DMs needs to hide an encounter’s threat to the players, block the characters’ attempts to flee, beat any signs of an unexpected rally, and so on. During all this, if the players see signs of their DM bending the odds to thwart their escape, they will feel railroaded. You can’t plan for a capture.

None of this means your players’ characters will never be captives.

Use capture as an alternative to a total party kill. Save your escape-from-the-dungeon scenario for a time when players ignore warning signs, make bad choices, suffer setbacks, and ignore any chance to run. Those times happen—trust me. Then, instead of rolling new characters, have the old characters wake in chains. The players will feel grateful for a second chance.

Do Dungeons & Dragons Players Hate Linear Adventures? Not When DMs Avoid Two Pitfalls

A linear adventure is written, or at least planned, so every play group follows the same plot thread, through the same scenes, to the same conclusion. In Dungeons & Dragons, linear dungeons set the pattern, with walls and doors that channel players along a single route. Without walls, a linear adventure only ever shows players one course of actions to a successful end.

At best, critics accuse linear adventures of robbing players of choices between scenes. At worst, critics say linear adventures require dungeon masters to abuse their power to shunt players along a railroad. Instead of steering the adventure, players follow a fixed story.

Despite the criticism, players don’t hate linear adventures as much as DMs think. We tend to judge harshly because we see the lack of options. But in a successful adventure, players never see the walls.

When the walls become plain, players may complain about a lack of freedom. Linear dungeons, with their obvious walls, always risk criticism. Adventures without walls can also flaunt a lack of options. Imagine an adventure where players follow a patron’s plan or a commander’s orders from scene to scene. Unless catastrophe upsets the plan—or assassins reach the commander—the adventure would feel scripted and less satisfying.

Linear adventures work best when success in each scene brings the clues that lead to the next scene. Then, for all the players know, a different choice in the scene or unseen clue could have spun events in a different direction. To players, each success leads to the clues needed to set a new objective. Players favor one choice over an overwhelming number of choices, and certainly over feeling stuck without a direction.

Make no mistake, players still like to face a few, clear choices. Linear adventures grow better when they include decision points that pose options. (Of course, such adventures no longer qualify as linear.)

For adventure creators, linear adventures bring advantages. They’re compact. Authors can devote their energy—and a published adventure’s pages—to developing content that reaches play. No DM with an ingenious dungeon room wants players to miss it.

The limits of a convention time slot makes linear adventures particularly common in programs like the D&D Adventurers League. Linear adventures can consistently fit in a convention time slot. Players in organized play tend to forgive the limits imposed by a 4-hour session, but some do complain when adventures reveal a lack of choices.

But organized-play adventures with more options draw complaints too.

Adventurers League administrator Claire Hoffman explains that when adventures offer more choices, some DMs gripe about prepping content that may not reach play.

Most DMs understand the value of extra prep, but some players fuss too. Those who enjoy the accomplishment of clearing a dungeon or of completing every quest feel frustrated when an adventure teases them with more options than they can explore. The Howling Void by Teos Abadia sets a brilliant example of a 4-hour adventure with a wealth of options. In an elemental node, Earth motes float like aerial islands. Players must choose which to visit. Teos explains that some players left the adventure disappointed because they could not explore every location. The adventure proved so fun that players wanted it all. Still, adventures shouldn’t cater to completists. Better to leave players wanting more.

Linear adventures may fall short of an ideal, but if they avoid flaunting their limits, players seldom mind. One exception bothers players. When the only choice suggests a style of game that players dislike, they will resist.

During these rebellions, the players telegraph what the want to do in the game. In a podcast, Mike “Sly Flourish” Shea explained, “If the king is speaking, and the barbarian charges him, maybe you ought to start the players in the dungeon.” Clearly players crave a fight. “I’ve seen it the other way too, where in my DM-head I’m thinking, now they’re going to fight 12 orcs, and the players are doing everything they can to negotiate with the orcs. ‘Just fight the orcs!’ But the players are telegraphing their desire to have an interaction.”

If your players dislike intrigue, and the next clue in a linear adventure suggests they infiltrate a masquerade, that’s when they rebel.

You can avoid such problems by setting up situations tailored to the style your players favor. If you know your players, such tailoring probably becomes natural. If not, then an ideal episode lets players choose styles. Let players enter the castle by infiltrating the masquerade, sneaking over the walls, or battling through a secret entrance into the dungeons below.

Players don’t hate linear adventures; players hate being driven into a style of game they dislike. Players who read gaming blogs may resist by accusing your adventure of railroading, but the rest will start a fight at the masquerade.