Sunday, April 13, 2025

Adventure Design Checklist

Since I write most of my own adventures, instead of running prefab material, people sometimes ask me how I go about it. Without really meaning to, over the years I've developed a pretty straightforward process where I work through a checklist of ideas; by the time I get to the end of the list, I've usually got a scenario that's fleshed out enough to run without any hassles. Below is what I do; it may work for you, it may not. That's none of my business. It does, however, work for me.


Adventure Design Checklist

This is my checklist for designing an adventure:

  • What is the character’s goal in the adventure?
    • Are the characters meant to kill something? 
    • Stop something from happening?
    • Obtain information?
    • Explore a location?
    • Obtain an item?
    • Note: you don’t really need to figure out how the goal must be achieved–that’s on the players
  • What locations are likely to be visited in the adventure?
    • Make a list of places the characters are likely to go in this session
  • What NPCs are likely to show up?
    • Make a list of NPCs they might meet over the course of the session
  • What events might happen?
    • Are there any “set pieces” you want to detail in advance?
    • You might been to invent a few events to push things along or put on pressure if they players spin their tires for too long
  • Is there any mood or atmosphere you want to establish with an event?
    • Do you want to use any events that foreshadow events to come?
  • Is there any cool loot?
    • What above-the-ordinary items might they uncover?


Locations

These are the things I keep in mind while designing an adventure location whether I’m thinking generally of a whole building or site and when zooming in on specific rooms or chambers

  • Basic set dressing
    • Purpose of room or area
    • Furniture
    • Decorations
    • Sensory details
    • Cleanliness
    • Temperature
    • Important and/or hidden items
  • Are their people in this room?
  • Any strange or noteworthy objects?
  • Exits
    • Where does this place lead to?
    • What comes next after visiting this location?
    • Hidden doors or hiding spots?

NPCs

I make notes on each important NPC in an adventure in this format:

  • Basic abilities
    • What can this person do?
    • How good are they at fighting?
    • Do they have any magical or special ability?
    • What do they know?
    • Depending on the system, this is the stuff you might need to stat up ahead of time
  • Appearance
    • Basic description of physical appearance
    • Clothing
    • One noteworthy physical characteristic
  • Personality
    • General note on their basic demeanor (secretive, jovial, angry, etc.)
    • One noteworthy quirk that stands out
  • Motive
    • Most NPCs only really need one strong motive that they are laser-focused on
  • Flaw
    • Tragic flaw or exploitable weakness


Events

Things that could happen outside of the players’ control–the world moves around the characters whether they want it to or not

  • NPC encounter
    • Potential ally or enemy?
    • Chance encounters
    • Trading for information or a necessary item
  • Fight
    • If you know what fights are likely, you can get your stats organized ahead of time
    • Also, it’s not a bad idea to have a few fights lined up to move things along if they dither 
    • (Guards or other patrols are especially good for this aka “Orcs attack!”)
  • Foreshadowing
    • Is there anything you want to hint at that is coming later in the adventure?
    • You can use fortune telling, omens, symbolism, etc. to establish future tangents
  • Pressure
    • Anything that makes the players feel like they need to act now or get the show on the road
    • Anything that puts them in mind of a ticking clock
    • Or indications that if they don’t make a move, things will get worse or harder down the road


Loot

What stuff might they pick up on the way to their goal? I think of this broadly, not just in terms of physical items

  • “Magic” items
    • Equipment that bolsters their abilities
    • Or is at least better than their current gear
    • Keep in mind what they have, what they need, and what they want
    • (These are very different categories in practice)
    • If you anticipate the adventure being dangerous, seeding a few one-use healing items is a great idea
  • Information
    • Knowledge that helps them make better decisions is a kind of loot!
    • It could be where the thing they want is, an enemy’s weakness, the answer to a mystery that has been vexing them, the location of a shortcut, etc.
  • Allies
    • Allies are tools that can be leveraged for direct aid, information, guidance, healing, etc.
    • Keep in mind what their allies will be willing to do and what they won’t
    • Not every ally will stand by your side in combat
    • Also, the characters will need to put in work to maintain those relationships
    • Or at least be able to offer the ally something in return for their aid
  • New abilities
    • Occasionally, rarely I’d say, an adventure might even offer new abilities outside the scope of the usual “advancement” rules