HaeshkaManju
09-16-2010, 05:26 AM
Hey folks.
I am the type of gamer who enjoys preparation. I used to try to wing it a lot in the middle of an adventure -- really only putting true emphasis on campaign continuity. Unfortunately, over time I noticed that there were a lot of inconsistencies in my adventures. (Almost like watching Burn Notice.)
So -- I was reading the old adventures you can download on the wizards site -- and pulled some of the categories they use. I want help from other DM/GMs who can offer additional insights as to what to include in adventure preparation and write-ups.
This has become especially important to me as I have changed over to mostly online DMing, where I cannot -- on the fly include new tokens, new monster stats, etc... as it can take more than a few seconds to input that data into our Virtual Table Top (VTT).
So -- here is what I have
Preparation:
What materials and books do you need in order to
run this adventure.
Adventure Background:
History and Context for your adventure.
Adventure Synopsis:
Once over the world explanation of how the PCs get started, the bare-bones of what they must do, and the final encounter.
Adventure Hooks:
How do you convince the PCs to get involved?
Bulletized -- contrived methods (plot hammering), character roleplaying methods (background involvement), and motivational methods (carrot-n -stick approach).
Beginning the Adventure:
What particular "scene" marks the beginning of the adventure?
Title of the First Scene:
Title and description of the first thing(s) that happens to kick off the adventure.
(Include a read out for players + sidebar for what skills players may use to kick start their involvement.)
DUNGEON:
(or whatever style adventure it is... be it room-based or encounter based)
# of room/encounter.
Description: Text block for Players to read/hear.
Handouts: any handouts to add "life" for players.
DM Only: DM only information, such as traps/answers to riddles.
Skill Checks: What skill checks are available.
Room Contents: Items/Doors within a dungeon + monsters (adjust if encounter based)
EL Level: EL of anything encountered -- traps or monsters or puzzles.
Tactics/Triggers: Tactics of any monsters or triggers for activation of monsters and traps.
Map:
Maps for country, dungeon, encounters etc.
Concluding the Adventure:
Define the "win" conditions for the adventure.
Are there partial win conditions? Can the PCs "beat" the adventure but still leave a lingering presence. Do any of the win/partial-win conditions create recurring villains?
Further Adventures:
Anything that specifically WILL occur, or may occur which can become a future adventure hook?
Appendix:
All Special Magic Items introduced
All New Equipment introduced
All New Creatures introduced
I am the type of gamer who enjoys preparation. I used to try to wing it a lot in the middle of an adventure -- really only putting true emphasis on campaign continuity. Unfortunately, over time I noticed that there were a lot of inconsistencies in my adventures. (Almost like watching Burn Notice.)
So -- I was reading the old adventures you can download on the wizards site -- and pulled some of the categories they use. I want help from other DM/GMs who can offer additional insights as to what to include in adventure preparation and write-ups.
This has become especially important to me as I have changed over to mostly online DMing, where I cannot -- on the fly include new tokens, new monster stats, etc... as it can take more than a few seconds to input that data into our Virtual Table Top (VTT).
So -- here is what I have
Preparation:
What materials and books do you need in order to
run this adventure.
Adventure Background:
History and Context for your adventure.
Adventure Synopsis:
Once over the world explanation of how the PCs get started, the bare-bones of what they must do, and the final encounter.
Adventure Hooks:
How do you convince the PCs to get involved?
Bulletized -- contrived methods (plot hammering), character roleplaying methods (background involvement), and motivational methods (carrot-n -stick approach).
Beginning the Adventure:
What particular "scene" marks the beginning of the adventure?
Title of the First Scene:
Title and description of the first thing(s) that happens to kick off the adventure.
(Include a read out for players + sidebar for what skills players may use to kick start their involvement.)
DUNGEON:
(or whatever style adventure it is... be it room-based or encounter based)
# of room/encounter.
Description: Text block for Players to read/hear.
Handouts: any handouts to add "life" for players.
DM Only: DM only information, such as traps/answers to riddles.
Skill Checks: What skill checks are available.
Room Contents: Items/Doors within a dungeon + monsters (adjust if encounter based)
EL Level: EL of anything encountered -- traps or monsters or puzzles.
Tactics/Triggers: Tactics of any monsters or triggers for activation of monsters and traps.
Map:
Maps for country, dungeon, encounters etc.
Concluding the Adventure:
Define the "win" conditions for the adventure.
Are there partial win conditions? Can the PCs "beat" the adventure but still leave a lingering presence. Do any of the win/partial-win conditions create recurring villains?
Further Adventures:
Anything that specifically WILL occur, or may occur which can become a future adventure hook?
Appendix:
All Special Magic Items introduced
All New Equipment introduced
All New Creatures introduced