How to write the best Adventures
@dungeons-and-danis was asking about how to plan out a campaign. I write out my advice here, but several of the steps in writing an excellent campaign revolved around putting all your DM creativity into the playerâs current adventure, so I feel itâd be a disservice to not do a followup on how to write bomb-ass adventures that will captivate your players.Â
Step one: inspiration
inspiration for an adventure can come from anywhere, (including my sideblog @dailyadventureprompts) and I highly advise keeping a journal to write down stray thoughts and an associated google doc where you can keep ideas in hard copy. That said, you can generally get the necessary âseedâ for an adventure by finding something that excites you, whether it be a monster, a dramatic scenario, a particular character... and building out from there. The fact that it EXCITES you is important, as your enthusiasm for your own ideas is whatâll drive your creative process forward.Â
Step two: brainstorming
Once youâve got your seed, youâre going to want to give it rich soil in which to grow. Get some scrap paper or a journal ( not your campaign journal) and start asking the six basic questions ( who, what, when, where, why, how). Note that answering these are going to be a LITTLE different than normal:Â
Who: Npcs are important for providing an emotional anchor to the ongoing events of your adventure. Whether it be potential allies in upcoming conflicts, antagonists to push the world towards chaos, or normal people caught in between. Work to build a cast of likeable characters your players can form bonds with, even if that bond is with a scenery chewing villain your players love to hate.Â
What: Generally any adventure has two or three crowning moments of awesome. Events that the story hinges on but must build up to in order to EARN that payoff. If an adventure involves fighting a dragon in a disused mine complex, you could just point the players at the nearest tunnel entrance and let them blunder their way along, but to properly ground that setpiece you need do some groundwork to earn it. What gets the palyers into the mine? What threat does this dragon pose? what effect has this event had on the wider world? What sort of history is at play here? whatâs the average personâs opinion on this, and who disagrees with them and how?Â
When: To keep your players focused and interested and âon missionâ I can recommend this tip: when the players neglect a section of the plot or subplot that you want them to draw their attention to, âupgradeâ the threat posed by that plot element. Say you have one subplot involving bandits and another involving a haunted inn. No matter which element your players investigate, you can draw their attention back to an overlooked element by making it intrude upon the playerâs lives. Maybe the bandits mount an attack while the playerâs are playing ghostbusters, or maybe the spirits haunting the inn possess an ally of the party while they were out battling the brigands. This technique can be very useful for drawing your playerâs attention back to the game, but be sure to reward them with a little downtime for their efforts.Â
Where: The location of an adventure isnât just a backdrop, it provides a useful toolbox of stock characters, potential gameplay mechanics, and inbuilt player assumptions. If an adventure takes place in a port frequented by pirates, one could easily extrapolate adventures involving treasure hunts, dealing with untrustworthy sea-dogs, and dramatic sea battles. A high-fantasy trade town likely has local festivals, a wilderness full of foul beasts to track, and scheming merchants/nobles looking to turn a profit.Â
Why: While writing out a full history of your world is likely a useless timesink, its important to know the causal chain of why things are happening the way they are, and what will happen after the players interact with them. Start with vaugeries, then sketch in details as needed. Have a few different endings in mind for each plot element, and maybe include some that your players are likely to fail. Â
How: The bridging factor between the adventure as youâve planned it and the players are the HOOKS. Reasons for your players to care about your adventure, things that tie them to this particular settlement/setting, and temptations to dangle before them so theyâll get embroiled in the goings on of your world.Â
If a stray idea comes across in your brainstorming, WRITE IT DOWN. Nothing is off the table at this stage. Ideas are always useful, even if theyâre not useful in your current adventure.Â
 Step three: putting it in order
if an element isnât working, throw it out, try including another one. Do this till youâve got a handful of stable setting elements, then get to work arranging them. Youâll want to focus in on the playerâs experience, how youâre going to introduce them to each element without being too heavy handed, the early forshadowing or lore you NEED to get out of the way. After they know the very basics of what they need to know, let them discover the rest on their own terms, create a few low-stakes scenarios for them to get tangled up in which slowly reveal to them the forces at work in your world.
Once youâve got all that done and over with, you can sit back and devote your preptime to session specific material. Keep things loose and donât be afraid to abandon all your previous plans if it means following an inspirational brianwave. Donât worry about the next adventure till it looks like your players are starting to wrap up their current one and you wonât have to do any-more large scale improvising. Â












