Introduction – What this book is … and isn’t
This is not a book of DM advice. This is not a book about how to design an adventure for your home game. You might find some words of wisdom herein to help you with aspects of your home game, but the book isn’t targeted at you. This book is advice on how to write an adventure for publication. It’s targeted at the person who is writing an adventure to sell, or give away, or in some other way have someone else use it.
There’s a key difference between personal use and having someone else use it. When you write something for personal use you have this vision in your head. You came up with an idea and it’s floating around in your head. A deep chasm, darkness down below, the other side barely visible, a tattered rope bridge, voices and furtive figures seen in the shadows, their yellow eyes blinking in and out, and a dim red glow from below with a low rumbling and the smell of sulfur wafting up. You know what you meant when you jotted down “rope bridge over chasm” on your notepad, because know what you imagined.
But when you write for someone else you have to transfer that vision from your head down to paper and then in to someone else’s head. They can’t see what’s in your head and there are at least two translations between your head the poor sap who’s reading your adventure.
That poor s.o.b. Their kids were running late this morning. Their boss puts them through petty tyrannies every day. Traffic was hell. They had cold lettuce wraps after cleaning up the dog shit from the gaming table. The group will be here in 20 minutes for the game they are supposed to be running. They pick up your adventure and gets:
Rooms 2: The room is dark. There’s a rope bridge over a chasm. It’s 40’ deep. (better example needed)
The poor sap’s game is NOT going to go well …
The goal in adventure design is twofold. To misappropriate a theme: Apollo & Dionysius. Or, more directly: the goal is unbridled creativity that is organized well. That’s the goal of this book. To get the creativity out of your head and on to paper in such a way that the person reading it is just as excited as you, if not more so, to run it. The characters walk in to room two, the DM glances at the adventure for half a second, their eyes light up with excitement, and the players face the challenge of the chasm. That’s the goal I’m setting for myself, on your behalf; the DM glances at the page for half a second (perfectly organized adventure) and their eyes light up (evocative creativity.)
Core Concept One: The adventure needs to be organized. The DM needs to be able to find information quickly, scan it quickly, and use it. The adventure must contain the resources the DM needs at the table in order to run it. It’s amazing how many adventures fail at this, as if the designer has never run a game at the table. Conveying the information to the DM in a way that is useful to them is non-trivial. It requires focus. You have to understand what you are trying to do in the adventure in order to convey that to the DM.
Core Concept Two: You need to convey your creative vision to the reader. Unencumbered by mechanics, you are attempting to paint a picture in the DM’s head. You can not succeed by being detailed. It would take a thousand words to convey the full scene in the designers head. Instead, you need to convey a thought seed … a tiny granule that will lodge in the DM’s head. Their own imagination will then take over and fill in the details. This idea seed has no rules. The old saying is that English is the most descriptive language ever. That’s not enough. You have permission to murder it, twist it, bend it, use it in every manner possible to get your idea across.
This isn’t a book about OSR adventure design, or fantasy adventure design. I like the OSR and have certainly learned a lot reviewing OSR adventures, but the advice herein can be used with any type of RPG. Chummer or knight, P.I. or Malkavian, the principals apply. I’m going to focus on using Fantasy in my examples, but it should be trivial for you to see how these transfer over to your genre of choice. Likewise, I prefer player-driven RPG games, but the principals apply to plot-based adventures also.
Finally, there’s more than one way to make an adventure evocative and usable at the table. The advice is this book is, I believe, the most effective way for the most designers to reach that goal. Do what thy will … but be purposeful about deviations.
EDIT: This looks a lot like the introduction to the evocative writing section. Somethings not right. Do something about it.
This is not a book of DM advice. This is not a book about how to design an adventure for your home game. You might find some words of wisdom herein to help you with aspects of your home game, but the book isn’t targeted at you. This book is advice on how to write an adventure for publication. It’s targeted at the person who is writing an adventure to sell, or give away, or in some other way have someone else use it.
There’s a key difference between personal use and having someone else use it. When you write something for personal use you have this vision in your head. You came up with an idea and it’s floating around in your head. A deep chasm, darkness down below, the other side barely visible, a tattered rope bridge, voices and furtive figures seen in the shadows, their yellow eyes blinking in and out, and a dim red glow from below with a low rumbling and the smell of sulfur wafting up. You know what you meant when you jotted down “rope bridge over chasm” on your notepad, because know what you imagined.
But when you write for someone else you have to transfer that vision from your head down to paper and then in to someone else’s head. They can’t see what’s in your head and there are at least two translations between your head the poor sap who’s reading your adventure.
That poor s.o.b. Their kids were running late this morning. Their boss puts them through petty tyrannies every day. Traffic was hell. They had cold lettuce wraps after cleaning up the dog shit from the gaming table. The group will be here in 20 minutes for the game they are supposed to be running. They pick up your adventure and gets:
Rooms 2: The room is dark. There’s a rope bridge over a chasm. It’s 40’ deep. (better example needed)
The poor sap’s game is NOT going to go well …
The goal in adventure design is twofold. To misappropriate a theme: Apollo & Dionysius. Or, more directly: the goal is unbridled creativity that is organized well. That’s the goal of this book. To get the creativity out of your head and on to paper in such a way that the person reading it is just as excited as you, if not more so, to run it. The characters walk in to room two, the DM glances at the adventure for half a second, their eyes light up with excitement, and the players face the challenge of the chasm. That’s the goal I’m setting for myself, on your behalf; the DM glances at the page for half a second (perfectly organized adventure) and their eyes light up (evocative creativity.)
Core Concept One: The adventure needs to be organized. The DM needs to be able to find information quickly, scan it quickly, and use it. The adventure must contain the resources the DM needs at the table in order to run it. It’s amazing how many adventures fail at this, as if the designer has never run a game at the table. Conveying the information to the DM in a way that is useful to them is non-trivial. It requires focus. You have to understand what you are trying to do in the adventure in order to convey that to the DM.
Core Concept Two: You need to convey your creative vision to the reader. Unencumbered by mechanics, you are attempting to paint a picture in the DM’s head. You can not succeed by being detailed. It would take a thousand words to convey the full scene in the designers head. Instead, you need to convey a thought seed … a tiny granule that will lodge in the DM’s head. Their own imagination will then take over and fill in the details. This idea seed has no rules. The old saying is that English is the most descriptive language ever. That’s not enough. You have permission to murder it, twist it, bend it, use it in every manner possible to get your idea across.
This isn’t a book about OSR adventure design, or fantasy adventure design. I like the OSR and have certainly learned a lot reviewing OSR adventures, but the advice herein can be used with any type of RPG. Chummer or knight, P.I. or Malkavian, the principals apply. I’m going to focus on using Fantasy in my examples, but it should be trivial for you to see how these transfer over to your genre of choice. Likewise, I prefer player-driven RPG games, but the principals apply to plot-based adventures also.
Finally, there’s more than one way to make an adventure evocative and usable at the table. The advice is this book is, I believe, the most effective way for the most designers to reach that goal. Do what thy will … but be purposeful about deviations.
EDIT: This looks a lot like the introduction to the evocative writing section. Somethings not right. Do something about it.