Xeno & Kraft

Everything you need to know about designing RPG adventures: a cheat sheet

This blog was originally posted on Reddit. Check out the discussion here.

How do you fill in the messy middle between worldbuilding and actually running the game? There are tons of books, blogs and videos tackling adventure design theory, but since RPG writers tend to be a little, uh, verbose, I started summarizing (and adapting) the advice that resonated with me the most. I consolidated those notes further into this system-agnostic cheat sheet.

I’m not claiming to be the expert here! The real experts (u/JustinAlexanderRPG, u/Mshea0001, u/mattcolville, etc.) are cited throughout if you want to read more. This reference guide has all the theory, advice and tools that help me prepare for the kinds of games I like to run (mostly low fantasy sandboxes), but of course there is no one correct way to design adventures and the advice here might not work for everyone.

You can download a two-page, printer-friendly PDF version here. Feedback welcome.

RPG Adventure Design Cheat Sheet

📌 Principles

📐 Structuring adventures

Adventures are single scenarios within the larger narrative of a campaign. Scenes (or nodes) are the basic building blocks of adventures [AG]. An adventure’s structure determines how PCs advance from one scene (or node) to the next [JA]. A single adventure may include overlapping, nested or blended structures [KO].

Procedural structures encourage emergent narratives; require prepared tools.

Story-driven structures encourage directed narratives; require prepared plans.

Adventures should never have foregone conclusions. Even where the number of choices is limited, the players should still have agency (i.e., the feeling that their choices matter) [MC].

Making player choices meaningful requires sufficient context (information), viable alternatives (choice) and lasting consequences (impact) [CM].

Adventure templates

Generic structures for quickly outlining story-driven adventures.

The Five-Room Dungeon [JF]

  1. Entrance: Guardian or secret; reason why the dungeon is unexplored/unresolved.
  2. Obstacle: Puzzle or roleplaying challenge; closes off the climax and/or reward.
  3. Setback: Trap, trick or other unforeseen complication; foreshadows climax.
  4. Climax: Central challenge of the dungeon.
  5. Reward: Treasure, information and/or twist.

The Five-Node Mystery [JA]

  1. Hook: Introduction to the mystery; includes clues to each of the POIs.
  2. POIs (x3): People and/or places related to the mystery; each includes clues to the other POIs and to the reveal.
  3. Reveal: Ultimate answer to the mystery; often a confrontation.

The Quest [LK]

  1. Hook: Introduction to the situation; preparation for the journey.
  2. Acquisition: Recovery of essential object or device. 
  3. Challenges: Beginning of journey; predictable perils.
  4. Complications: Continuation of journey with twist on the challenges; fallout from new information.
  5. Closure: Delivery of object to final destination; reveal and aftermath.

🚀 Instigating adventures

Adventures are born from the movement of fronts (i.e., goal-oriented threats) [JA] [PA]. The PCs are drawn into and through adventures with hooks. Dynamic and engaging adventures occur at the intersection of multiple fronts and hooks [SR].

Fronts

Dangers to the PCs and the things they care about [DW]; advance independently of the PCs. Fronts comprise:

Neutral or allied factions can function like fronts by replacing threats with assets [KC]. Simple threats require only a goal and a 3-step timeline [MS].

Hooks

Dramatic challenges that the PCs are motivated to take on; primary adventure objectives [KC] [SR].

Proactive hooks come looking for the PCs; reactive hooks require proactive players to discover them [JA].

🛠️ Preparing adventures

Prepared materials facilitate gameplay within an adventure structure.

Tools are materials that support procedural and/or improvised gameplay.

Plans are materials that support linear and/or directed gameplay.

Flexible, reusable and/or impactful tools are more versatile and are often less work to prepare than unadaptable, excessive and/or redundant plans (i.e., scripted contingencies), even for story-driven adventures [JA].

🎭 Elevating scenes

Make scenes more complex and engaging by incorporating interesting and unexpected features.

Locations

Features of interesting dungeons, settlements and wilderness areas [JA]:

Antagonists

Features of interesting enemies and threats [CM]:

Encounters

Features of interesting action scenes [KO] [WS]:

📋 Preparing sessions

Review checklist before each session [MS]. Skip steps addressed during adventure prep [MS]. Recycle unused prep [JA] [PA].

  1. Review the characters: What do the players care about? What is on the PCs’ current to-do list [AG]?
  2. Create a strong start: Set the stage with action, roleplay or mystery. Drive the adventure forward by advancing fronts [DW].
  3. Outline potential scenes: Anticipate next steps for the PCs (1-2 scenes per hour of play).
  4. Define secrets and clues: Discrete pieces of information not tied to any one source (10 total). Consider fronts, hooks, lore and PC backstories. For essential secrets (i.e., narrative chokepoints), provide at least three different clues [JA].
  5. Develop interesting locations: Evocative titles each with three unique aspects (1-2 locations per hour of play).
  6. Outline important NPCs: Description (name, appearance), personality (archetype or quirk) and connection to the adventure (motivation or hook) [JF].
  7. Choose relevant monsters: Compile stat blocks and review abilities.
  8. Select rewards: Treasure, magic items and/or secrets. Incorporate hooks for new adventures.

Where feasible, prepare high-impact extras (e.g., player-facing maps, handouts, images, music) for greater engagement.

📚 Sources

[AG] The Angry GM [CM] Chris McDowall of Electric Bastionland, etc. [DW] Dungeon World by Sage LaTorra & Adam Koebel [JA] Justin Alexander of The Alexandrian [JF] Johnn Four of Roleplaying Tips [KC] Kevin Crawford of Worlds Without Number, etc. [KO] A Knight at the Opera [LK] Levi Kornelsen of Situations for Tabletop Roleplaying, etc. [MC] Matt Colville of MCDM [MS] Mike Shea of Sly Flourish [PA] Principia Apocrypha by David Perry, et al. [SR] S. John Ross of Cumberland Games [WS] W.F. Smith of Prismatic Wasteland

#resources