Tag Archives: Tracy Hickman

Curse of Strahd (2016): Greatest D&D Adventures Since 1985—Number 4

Curse of Strahd (2016) is a fifth-edition Dungeons & Dragons adventure for levels 1-10 by Chris Perkins with Adam Lee, Richard Whitters, and Jeremy Crawford.

Fifth-edition hardcover adventures like Tomb of Annihilation pull inspiration from a catalog of classic modules. Curse of Strahd just draws from just one: Ravenloft (1983) by Tracy and Laura Hickman. Ravenloft’s 32 pages spawned a campaign setting, so it easily brings enough inspiration to fill a hardcover. Ravenloft ranked second on Dungeon magazine’s list of the 30 greatest adventures, beaten only by a compilation of 7 adventures.

Curse of Strahd captures everything we loved in I6 Ravenloft, and expands it into a full campaign,” writes Mike “Sly Fourish” Shea. “Of all of the published campaigns, this one is the most solid, with a clear motivation and excellent locations.”

While Ravenloft mainly stayed in a castle, Curse of Strahd gives players the freedom to roam the cursed land of Barovia. Most of the fifth-edition hardcovers aspire to play as a sandbox, but only Curse really succeeds as one. Credit a foundation borrowed from Ravenloft. To defeat Strahd, characters must collect 3 artifacts. Early on, the party gains clues to the items’ locations. This structure gives players a goal and a sense of direction.

Curse of Strahd borrows another brilliant device from Ravenloft. A card reading from Barovia’s version of a tarot deck reveals the location of the magic items and the roles of key non-player characters. This gives the story a random element that feels vital.

Although Curse of Strahd features a strong design, the vampire Strahd and the fearful gloom of his domain make the adventure’s best parts.

Strahd’s history sometimes makes him seem relatable—or even capable of redemption. But that lie just makes him more horrifying. Tracy Hickman calls Strahd “a selfish beast forever lurking behind the mask of tragic romance, the illusion of redemption that was only ever camouflage for his prey.”

The adventure never lets characters forget Strahd’s threat. “Stahd isn’t a villain who remains out of sight until the final scene. Far from it—he travels as he desires to any place in his realm. The characters can and should meet him multiple times before the final encounter,” the text explains. “When Strahd wants to terrorize the characters, he pays them a visit, either under cloak of night or beneath overcast skies. If they’re indoors, he tries to charm or goad a character into inviting him inside.”

Strahd’s presence taints his land with dread. “Many of the locations and towns seem to be quite ordinary or mundane at first glance…until you dig deeper,” explains Tyler Biddle. “The imagery is at times hauntingly beautiful and tragically grotesque. Barovia’s characters as well as its horrors will stay with you long after you’ve left the table.”

Wary of making the adventure too gloomy, the authors added notes of twisted humor. No player will forget Blinsky’s toys.

“Creepiness abounds, with locations and characters who just drip gothic horror,” Chris Stevenson writes. “Groups that hate being ‘railroaded’ will love the sandbox nature of Barovia. Curse of Strahd is the best 5E campaign book yet.”

After playing the adventure, the author of the Mindlands blog summarizes the experience. “Curse of Strahd is the best published adventure that I’ve ever played in. The atmosphere is fantastic, the locations, non-player characters, and villains are interesting, tragic and funny.”

Next: Number 3

Start at 10

Madness at Gardmore Abbey (2011): Greatest D&D Adventures Since 1985—Number 6

Madness at Gardmore Abbey (2011) is a fourth-edition Dungeons & Dragons adventure by James Wyatt with Creighton Broadhurst and Steve Townshend for levels 6-8.

Fourth edition’s early scenarios lavished attention on combat encounters strung into linear adventures designed to ensure no one missed a battle. But towards the end of the edition’s run, the D&D team wanted to grant players more freedom.

Madness at Gardmore Abbey combines the best qualities of fourth edition’s encounter design with a sandbox. “Gardmore Abbey is all about choices,” writes Mike “Sly Flourish” Shea. “It’s a large sandbox of adventure locations, villains, and a single powerful thread that binds them all together.”

That thread comes from the scattered cards of a Deck of Many Things, perhaps the most irresistible artifact in D&D. The adventure includes a real deck. “The Deck is interesting both in real life and in game, and one of the biggest reasons why Madness at Gardmore Abbey is awesome,” writes the Learning DM. Madness borrows the brilliant trick of drawing cards to determine aspects of the adventure from Ravenloft by Tracy and Laura Hickman, .

The adventure encourages choices by focusing on patrons, rivals, and the layout of the abbey. By scattering patrons who offer quests, the adventure gives the characters a steady sense of purpose.

The encounter design shines too. In a product history, Shannon Appelcline writes, “When Wyatt wrote out his order for the encounters, he told his designers that he didn’t want a ‘combat slog,’ but instead a ‘mix of combat, roleplaying, and skill challenges.’ Thus, Madness is one of the most varied of all the fourth-edtion adventures, even within the constraints of individual encounters.

Steve Townshend says that after he wrote up an encounter, he’d then go back and apply the ‘Lowell Kempf’ test, named after the longest-running player in his D&D campaign—who would often ignore the ‘direct’ solutions to problems, and instead look for the ‘interesting’ ones. Thus, Gardmore Abbey is filled with encounters that could be solved in many ways—not just with combat.”

Madness at Gardmore Abbey comes in a box packed with goodies, including the deck, battlemaps, tokens, and 4 adventure booklets.

Mike Shea calls Gardmore Abbey a “wonderful sandbox.” The Learning DM writes, “As it stands, Madness at Gardmore Abbey is the final pinnacle of adventure design in fourth edition, and I believe it deserves to be remembered as one of the greatest adventures in D&D’s rich history. Easily the best fourth-edition adventure.”

Next: Number 5

Start at 10

Why Dungeons & Dragons Players Don’t Love Sandboxes as Much as They Think

Many role-playing gamers set sandbox adventures as an ideal. We all agree that railroads make bad adventures, so do sandboxes offer all the virtues that railroads lack?

In role-playing adventures, sandboxes and railroads fall on ends of a spectrum. Railroads offer players no options. Sandboxes allow complete freedom, including freedom to choose a goal. If a character favors a bartending in Barovia over vampire hunting, they still get a place in the campaign.

Boxes of sand let kids choose their own goals. They can make sand castles, bake sand cakes, anything. And when they grow up, they can stage miniature battles.

Some games deliver all the freedom of a box of sand. Minecraft lets you play a survival game, but it owes its success to all the other things you can do: Some players build forts or replicas of the seven wonders. Some create a circuits from redstone. Players make their own goal.

D&D used to force a goal on characters

Original Dungeons & Dragons never started as pure sandbox, because the rules included a goal: Take treasure from dungeons and the wilderness. By rule, characters who won treasure gained experience and power. They won D&D. See The fun and realism of unrealistically awarding experience points for gold.

When the original D&D characters reached high, name level, the game turned into a sandbox where players chose a new goal for their characters. Stronghold building offered fighting men an obvious goal, but some other classes lacked anything as clear. What do you want for your bard or druid? Should a wizard build a tower or start a school? Apparently, many high-level wizards go mad and build dungeons. Where else could the living-chess puzzles and reverse-gravity rooms come from? Endless possibilities await!

Instead of embracing the freedom of a high-level sandbox, players returned to dungeons.

Sandboxes can overwhelm players with choices

In Why Dungeons & Dragons (and Role Playing) Took Years to Leave the Dungeon and How the dungeon crawl’s advantages propelled Dungeons & Dragons to success, I described the attraction of dungeons. Among other advantages, dungeons limit the characters’ options. This doesn’t just help dungeon masters prepare, it helps players.

Common wisdom suggests there is no such thing as too many choices, but psychologists conclude that people flooded with options become paralyzed by them.

When dungeon masters offer a true sandbox and come willing to improvise any course their players choose, they confound players. Once the players stop wondering what they’re supposed to do, they struggle to choose from boundless possibilities. Whatever they finally decide, they leave the table with a nagging feeling that they chose wrong.

The value of limited options

In D&D, dungeons, patrons, and hooks all limit the options that players’ face. Such tropes give players direction. A little direction improves the game.

Make no mistake. Players still want options. Every game session should leave players wondering what might have happened if they followed a different course. Mike “Sly Flourish” Shea recommends that giving players three plus infinite choices. DMs should offer three known options that take characters closer to their goal, while being open to anything players want to try.

Many sources of DM advice suggest seeding a sandbox setting with hooks—opportunities for players to land in stories of their choosing. Exactly. Those hooks help players narrow all the options of an open world to a sweet spot of three plus infinite choices. They nudge the game a bit closer to the railroad end of the dial. Some railroad-phobics might even argue that such hooks show a DM working too hard to push players through a story. Their ideal game only works with perfectly spherical, frictionless players. The real players at your table want hooks.

The sandbox dungeon

D&D’s mega-dungeons limited players’ choices, but many fans still tout multi-level dungeons as sandboxes. Sure, characters need to adopt the goal of seeking treasure, but they never need to dutifully follow a story arc planned by a DM. Plus, players could chose a difficulty level by deciding how deep they dared to delve. A few D&D players still favor that style of play.

Embracing story and fewer options

Despite the freedom of a dungeon sandbox, most D&D players craved story and deeper motivations. The D&D game changed to provide. When Tracy and Laura Hickman penned a series of classic modules including Ravenloft and the Desert of Desolation trilogy, they led the change. Their introduction to a self-published version of Pharoah gives D&D adventures four, new requirements:

  1. A player objective more worthwhile than pillaging and killing.
  2. An intriguing story that is intricately woven into the play itself.
  3. Dungeons with some sort of architectural sense.
  4. An attainable and honorable end within one or two sessions of playing time.

When characters explore Castle Ravenloft, they quest for more than loot. They aim to free the land from the menace of Lord Strahd. Adopting the goal of a story takes a measure of freedom from players. Now the their options narrow to the choices that lead to the magic items that will help defeat Strahd. Few players mind. They see clear options that take them closer to achieving their characters’ aims. As the adventure progresses, the players’ paths narrow to a railroad that leads to a final confrontation.

Of course, at any time, the characters could leave the railroad and open a tavern in Barovia, but that never happens. Partly because D&D players like doing D&D things such as smiting evil and winning treasure. Partly because players follow D&D’s social contract by honoring the DM’s preparation. Mostly because players enjoy stories in D&D and they willingly abandon the freedom of a sandbox to foster them.

Too often, D&D fans tout sandboxes as the pinnacle of adventure design. Dungeon masters and adventure authors aim for the freedom of a sandbox, but just leave players feeling adrift. Players enjoy D&D most when they see a few, clear options that take them closer to achieving their characters’ aims.