After a long hiatus, Roll To Confirm Critical Returns! I’m
returning with a vengeance. I have many new ideas and tips for all aspiring
DMs. I will try updating weekly. In addition to that I'll be making some adventures and worlds and putting them on the site.
Writing Interesting Adventures
Writing an adventure is relatively easy. The goal however is
to write an interesting adventure that the party will remember and enjoy. It
sounds easy enough but it can be pretty difficult or downright intimidating if
you’ve never done it before and even for seasoned DMs it can be a challenge. In
this installment of RTCC I’m going to give you tips and tricks for writing
truly immersive adventures. The first step is to obviously choose the type of
adventure you’d like to write and I will go in-depth with the choices and
breakdown of an adventure flow in a following RTCC.
Railroad ONLY When Necessary
I used to be of the opinion that you should never railroad
an adventure. The truth however, is that there are some times where you have to
make the story in a specific way. As a general rule, try to make the story flow
as malleable as possible. It does take more time to write an adventure like
this but when you take the time to give
them choices it can make for an exciting and enjoyable session. If you make
your adventures open ended, the party either won’t notice or even care when you
have to railroad them.
(Railroading an adventure is when you force the party down a
specific path and don’t allow them to deviate or make choices.)
Let the PCs Fail Until it Hurts
Don’t write your adventures with only two endings; The party
wins and the day is saved or The entire group dies horribly. Write your
adventures so that the party can lose or somehow fail without dying. While this
can be bad for a group it will quickly bring the focus to the game and in most
cases will make the group work harder and give them a thirst for victory. In
addition if you have it where they can fail the victory will be that much
sweeter.
Remember Simba, Remember
Always keep notes of what the party does during the
adventure. You’d be surprised how many ripples the group can make just going
through a town. If you keep notes of what they do and what people tell them. It
makes a party feel like they are in the game when they see someone several
times and that person has an actual history.
Use Interesting Places
I’m pretty sure the Dungeon Master’s Guide goes over this
pretty well and Paizo’s site may have more information as well but I’ll give
you my tips. By interesting places I not only mean choose a flying castle that
floats above the clouds that has been forgotten. I mean choose a place like
that and make sure to describe that place. Giving a detailed description on how
the stone looks weathered, is chipped and the castle has tattered remains of
what was once regal looking flags is a much more intricate description and will
invoke the imagination of your group.
Screw The Rules
Lastly there are times when your adventure is going one way
and the party wants to do something you either didn’t plan for or something
unfortunate happens. In those cases screw the rules. Do what you want, but try
to go with the group. There is nothing more frustrating to a group then when
they come up with something innovative and you immediately shoot it down or
tell them they can’t. If you need it, tell the group you need a five minute
break. Most likely the group will be pleased that they came up with an idea you
hadn’t thought of.
Final Thoughts
I like to make a flow chart of what choices they have. Also
when coming up with traps or plots I like to put myself in the position of the
enemy and do things that they would feasibly do. A low Intelligence Barbarian
would probably not come up with an overarching plot to replace the King with an
imposter. The most important rule to follow is to have fun! That and try not to
be too controlling of the game, its an experience that everyone should have the
opportunity to participate in.