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