The response to the voicemail has been pretty fantastic so far, and there’s probably no way that I’ll be able to take advantage of all the voicemails that have come in through a podcast alone, so I thought I’d create a new section for the site called “Reader Voicemail”, where I’ll write an answer, rather than produce a full podcast. You’d still get the chance to listen to a reader’s question, or be a featured reader yourself. Here now is our debut question, where a reader asks about adventure building. (If you are reading this through an RSS reader like Google Reader you will probably not see the flash audio player)
From what I understand, the reader has no problem coming up with the overall story, (eg. Frodo gets the one true ring, now he has to destroy it up in Mt. Doom) and he can create encounters, (Wraiths, Helm’s Deep)but the issue is piecing it together as a coherent story.
Okay, so let me attempt to answer this as best I can, and hopefully you readers with more experience than me will chime in the comments section below. Just as D&D is collaborative, I would like this to be as well. 🙂
Adventure building can be a challenging thing, and more often than not, I’ve seen DM’s fall into the trap of stringing combat encounter after combat encounter together and calling it an adventure. This, sadly, includes published adventures coming out of industry folks. Obviously this is the wrong way to approach an adventure, as it can quickly lead to repetition and bored players. I am not a fan of using encounters for encounter’s sake. If it adds nothing to the story, let it go, no matter how great you’d like to think and believe it is.
So how to make an adventure? Well, lets look at an adventure the same way we’d look at other story-telling media. Whether it’s books, TV shows or movies, all stories have something in common: drama, in the form of beginning, conflict, and resolution. What you are basically trying to do is create a situation for your heroes where they are challenged and face the most difficult situations they’ve ever faced, on their way to a heroic finale. And really, it’s not that difficult. Let’s build an adventure where the party has to find a secret artifact belonging to an old Wizard. He sends them out on a quest recover the Staff of the Magi held by the Demon Gargamel. Yes, that Gargamel.
So, we begin in town, and we set up our story and introduce the main npc’s. These are obviously the wizard who hires them, and other folks in town who may provide hooks for other quests along the way. We have two combat encounters as the party leaves town, which seem completely unrelated to the story, but upon further investigation, the party learns that the enemies were working for a type of demon. This may be through symbols on their clothing, words they used, whatever. The point is that in the intro, the players are now aware of what their goal is, and who the apparent enemy may be.
This takes them on their journey to find Gargamel. Investigations and skill challenges using the symbols they saw or words they heard lead them to a cult of Gargamel nearby. This cult operates in secret, so the skill challenges are hard, and perhaps the person giving the party this type of information demands…favors. These favors could be resolved using some of those encounters you’ve thought of. The party has to bypass this challenge to get closer to their goal. Once they get to the cult, they’ll obviously have to face these guys and learn more about this mysterious Gargamel, eventually learning what it is that can be used to destroy him, or where he can be found. I know I’m being very broad, but it’s just to give you an idea.
The important thing here is that every single encounter has to push your story along. It can’t exist just as filler. Just as every scene in a film is important to its story, so are your encounters. Make the players learn something about where Gargamel lives, make them gain an item that will contribute to the death of Gargamel, make them learn Gargamel’s location. Do not make them earn 500xp and move on to the next room. That’s crap.
So in your resolution to your story, you enter the final moments of the adventure. Everything they’ve learned and experienced in the bulk of the story culminates here. Gargamel’s weaknesses and his location come to play here. They’ll have to get to him first, because he’ll be well defended, of course. A few encounters later, and boom! Gargamel. The end game. They defeat him, gain back the Staff of the Magi, and all is well in the world.
The point of this is to realize that every encounter you design has got to be justifiable withing the context of your story. And if it turns out that you can only justify 7 encounters, well so be it. Your adventure was 7 encounters long, but they were meaningful and worth something to your plot. They weren’t boring filler that could have been easily skipped. By the way, I use this handy sheet in my campaign when I run my homebrew stories mixed with published material.
And now I ask readers to please share their thoughts on the topic, and remember if you are interested in participating in these articles or on our podcast, call in with your questions at 305-349-3026…
Carson F. Ball
March 9, 2010
Thanks for the reminder about keeping an eye out for possible future adventure hooks. That is a problem that I run into frequently.
Also, along with good story writing, a good DM needs to be good at story telling.
James
March 9, 2010
Greetings from Canada. I agree completely, I usually take a store bought module and adjust it to fit my ideas. Sometimes I only use the maps, and other times I will exclude several of the encounters all together. By the time I’m done it looks nothing like the original. I recently received XDM X-treme Dungeon Mastery by Tracy & Curtis Hickman as a gift. It was full of funny and useful information on how to put together great adventures.
Keep up the great work NEWBIE!
Josh
March 9, 2010
Long time reader, first time responder. I think that the overall message her is right on track. I often think of creating a campaign much like making a pyramid; you need to establish a good foundation and each ‘block’ needs to be in place before reaching the peak. Including clues, hints and other encounters that push the story along are all aspects of the adventure that are very important. The one thing I would like to add would be to save some of those great ideas that you can’t seem to fit in to the overall story to use as potential red herings. This can be benificial when you know how your party plays their characters and can get even better when your party thinks they know your DMing style. Please keep up the great work!
Totte Alm
March 10, 2010
You are pretty spot on with this post newbieDM. I only have one comment, and that is how to start an adventure. There are two “schools” here, and to compare to other medias, movies or books, you can start them in two different ways.
You can either start them as a drama, or a traditional English mystery book, where you get to know the NPC, and slowly get dragged into the story where things starts to unwrap, or you can start them as a modern action movie, or any James Bond movie, or a modern thriller, you start with a bang or a teaser. In your case, the adventure starts on the way to the town where the wizard will hire the PCs, and the adventure starts with a combat encounter, with those cultists, on the way in, not out.
There is one good reason to start with an action encounter, you will get the adrenaline pumping for your players, getting their full attention directly.
I know that teaser is not possible in every situation, but a healthy warmup never hurts. A teaser can also be an akward and dangerous situation, like being on a sinking ship in a storm, or in a blizzard in a mountain pass where evil lurks, and it should always tie into the adventure with clues.
// Totte
a.bird
March 10, 2010
Great advice. Where I stumble is that I want my story to be epic, long lasting, going from low levels to high levels with one story arc. So try to cram in story elements that may or may not mesh with the overall story. I have to get over the “epic” illusion and just stick to the story, even if it only advances the PC’s a few levels. (Kudos to those who can make it an epic adventure.)
Other than just liking the idea of an epic adventure, my excuse is that I don’t want to railroad the players, but because of how I’ve set up the plot, the players themselves end up only wanting to focus on the narrow parts of the story. In essence, they ended up railroading themselves to fit the story. This could very well be just a statement about my specific story line, but the basic premise remains: don’t worry about the epic-ness of a story, especially if it involves random, non-plot related elements/challenges/battles. Instead, I need to think about how I can make the story better. I’d much rather have a great short adventure than a lengthy boring snoozer.
Brian Engard
March 10, 2010
I agree with nearly everything in this article, save one point: that every encounter in your adventure has to further the plot of the adventure. I’ll clarify my position by saying that every encounter should have a specific purpose, but I don’t think that that purpose must be attached to the current plot. After all, if every encounter has something to do with what’s currently on the to-do list, you run the risk of making it seem like the entire world revolves around the PCs (which it does, but it shouldn’t seem like it). Sometimes it’s good to pepper your adventures with seemingly random encounters in order to add verisimilitude to your game world; sometimes, in a dangerous fantasy world, the owlbear is just hungry.
But, as I said, every encounter should have a purpose. The lion’s share should be tied to the current plot, and should be furthering it in some way. A few, though–probably no more that two or three in an adventure with 15 encounters–should not. They can be there to add color to the world, to introduce an enemy faction that you plan to use later, or they could be a form of the spaghetti method: throw a few different encounters at the PCs and see which one “sticks”; that is, which one do they latch on to the most? That’s a plot hook for future use.
(This comment, by the way, is totally going up as a post on my own blog. Don’t worry, NewbieDM; I’ll link back to this post.)
newbiedm
March 10, 2010
You are right… the point I was attempting to make is that throwaway encounters should be kept to a bare minimum, and especially so in 4e, as combat can take a looooong time.
In my game, I’ve gotten rid of random encounter, I hand wave overland travel and give xp on the assumption that they did have encounters off camera, and really look at fiughts to see if they are completely necessary.
But you are right…
a.bird
March 10, 2010
@Brian_Engard > Good point, I’m with ya. As a new-ish DM, I sometimes think too big & bite off more than I can chew. I’ve read parts of the War of the Burning Sky campaign & love the grand scale of it, so when created my own adventure, I tried to bring that “grand scale-ness” to it. I ended up filling it with junk that the PC’s didn’t really care about because it delayed them from their outcome, their reason for playing (which is, an evil wizard has their hearts as ransom for getting a magical amulet. If they don’t go, they will die right then & there. If they succeed, he (says he) will restore their hearts. If they take too long, they will expire & die.) Given the story, I should have known the PC’s wouldn’t care about the fluff, it was all go-go-go for them.
Josh
March 10, 2010
As a player and as a DM, the only thing I wanted to add (and what I like to do as a DM but isn’t always possible if you have time constraints) is to have some choices to give the PCs – I like to build 2 or 3 paths for the PCs to follow – they may all lead eventually to the same goal (but the PCs don’t know that) or I may have 2 or 3 adventures primed and give them a moral dilema or situation that they have to choose their own paths. Too many adventures are set up as “you get recruited to do X and Y and find a dungeon that has both”… it is nice to have a goal, and PCs like to know what is expected of them, but in your Gargamel adventure you might have the cultists attacking a nearby town or garrison and the PCs have to decide if they go to help the town or try to assault Gargamel and leave the town to suffer for now. And you talk about them gaining knowledge about Gargamel’s weakness – that might lead them elsewhere (or … lol… back to the town they decided not to help) to gain a weapon or implement to help them break down Big G’s defenses. Now, the PCs have choices and even if they all lead to Gargamel eventually, they feel like they had a say in how to get there. It involves more work as a DM, and if they end up going “the long road” you may have to drop some encounter to keep the adventure in a reasonable timeframe, but again, the PCs won’t know that you skipped the owlbear encounter and maybe dropped one of the attacks outside of town for time contraints.
I dunno, I guess I probably over plan and my PCs might be happy with only one path, and sometimes that is fine, but I like to think I make them think about their actions… anywho, sorry to ramble, great posts everyone! thanks!
Jenny Snyder
March 11, 2010
Definitely some good points in this post. Encounters should mean something, PCs should have a clear goal and a villain, and any good DM steals copiously and shamelessly from the media around him he finds inspiring. I think the only thing I would add is one terrific resource for building plot: your players. I find my players often fill in gaps in my plot for me, and if they come up with a stumper, I turn it around on them and ask them what they think should happen. It’s amazing how much work your players will do for you!
Colmarr
May 16, 2010
@NewbieDM: I tend to agree with your about random encounters and overland travel, but the one advantage of those sorts of encounters is that they let you through something weird at the players.
If they’ve just slogged through the Chamber of Eyes (up to their eyeballs in goblinoids) and are on their way to the Horned Hold (where they’ll be up to their eyeballs in duergar) it can be a refreshing chance to stumble on some grells or rust monsters or… you get the idea.
breitling navitimer
January 1, 2013
A powerful share, I just given this onto a colleague who was doing just a little analysis on this. And he actually purchased me breakfast because I found it for him.. smile. So let me reword that: Thnx for the treat! However yeah Thnkx for spending the time to debate this, I really feel strongly about it and love reading more on this topic. If attainable, as you grow to be expertise, would you thoughts updating your blog with more particulars? It’s extremely useful for me. Massive thumb up for this blog post!
web site
January 1, 2014
It’s hard to come by knowledgeable people in this particular topic, however, you sound
like you know what you’re talking about! Thanks
mincir en faisant du sport
November 18, 2014
Wonderful web site. Lots of useful information here.
I am sending it too some buddies ans additionally sharing in delicious.
And of course, thank you on your sweat!