In this final installment of “Let’s Design an Adventure,” I want to look at navigating some of the ins and outs of adventure design in terms of putting together a finished product… and making sure you actually get to the end of your writing in the first place!
Creating an interesting, engaging, and fun encounter that moves an adventure along is a challenge for any adventure designer.
What could be better than an exciting battle at the top of a crumbling volcano, a dangerous trek through charted, trap-filled territories, or a tense negotiation with a scheming despot? That’s easy! All three at the same time!
My thoughts on including stat blocks in adventure text are shaped by a lot of very poor examples of how to do so in the third and fourth edition era.
Early in the design process that led to the fifth edition D&D rules, the game’s designers talked frequently about the “three pillars” of D&D: combat, exploration, and roleplaying/social interaction.
It’s tricky writing adventures that are easy to prepare.
If you’ve DMed, read, written, or even played D&D adventures at any point in the game’s existence, you are familiar with boxed text, which is also sometimes referred to as read-aloud text.
The trope of starting your adventure in a tavern is overused because it works, and works very well.
Creating D&D adventures is no different from other writing projects in that aspect: an outline is invaluable.
If you’re like me, there’s nothing better than creating a world with words, imagining a maelstrom of conflicts and possibilities into which an unsuspecting group of characters can be thrust.