You can have adventures where the players are bored and where they do not enjoy the activities that they undertake. However, even that is preferable to a scenario where the Dungeon Master and players are continually frustrated by not knowing what to do or constantly failing to progress.
We take a deeper look at designing adventures using the design principle of potential energy: adventure scenes can be written to encourage players to engage with scene elements and create their own cool moments.
This is the first in a series of posts that will explore how to write engaging adventures.
Anthony Joyce’s Top Three Lessons Learned from Designing The Blood Hunter.
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.