There are many different ways to design an adventure or a dungeon.
None of them are wrong as long as they result in fun experiences for
players. However, using a different method can yield fresh and new
experiences for players. For this reason I hope to try and explain
the idea of thinking of these things as problems presented to the
player. Some of this is similar to one of my earlier pieces about the
world, but this is more aimed at designing and analyzing situations.
What I Mean
When looking at what the players will do, it's easy and even natural
at times to think about their actions and include them in your
design. This, however, can lead to railroading at times, though a
good adventure designer will notice it and correct it. The
alternative is to not even consider what the players will do but
instead create the situation. As a result, the goal is internal
consistency and an interesting situation. I go after this goal by
thinking of the adventure as a problem we are posing for the players.
Basic Format
- The first step is to think of a problem for the players. “Get item X from the cave.” “Kill this person.” “Win the trust of X.”
- Who is preventing the players progress?
- Why are they doing so?
- Life would be far less eventful if everything was as easy as walking up to the problem and fixing it. There will probably be some complications, restrictions or opportunities for the players. “Half of the occupants walk away on day 5 because the bad guy refused to pay their wages.” “Guards change every 8 hours and it's easier to sneak/ambush when the guards are tired close to the end of their shift.” “Reinforcements are coming in 2 weeks.” “The ritual will begin as soon as everything is in order (in 1d4 days).”
As players interact with the situation, they will add their own
compilations, restrictions or opportunities. Having a couple there
help give a starting point for more elaborate plans (it's also
possible you'll think of a few things that the players won't, leading
to more fun as they try to find weak points in the situation they can
exploit). Eventually, they will succeed or fail and as a result end
up in a new situation (bad guy is chasing after them, they need to
get the artifact from the bad guy's keep instead of the less well
defended country side, etc.).
Don't Assume
Player Actions
The key in this approach is that the situation is designed and
understood by the Dungeon Master but the Dungeon Master did not
assume player actions. As a result, the situation will change based
on the players actions as they try to go after their goals and
hopefully not railroad the players.
It's Not Perfect
You can still end up railroading players to some extent just by the
nature of the situation and other factors (the cave system you
designed has one entrance and one path through it). When everything
is done, look at the situation and think about different approaches
that players can try to use to accomplish their goals. You don't want
to be exhaustive and you don't want to let the options influence your
design. However, if you have serious trouble thinking of 3 or 4
general ideas quickly, the situation may be too restrictive (for my
players, it probably is).
As a Diagnostic Tool
Even if you already designed a dungeon with particular important
events for the characters, thinking about internal consistency is
still important. By looking at the dungeon through the lens of the
baddies and their plans you can at the very least verify the
dungeon's consistency and at most make changes that make the dungeon
more coherent and engaging. Most of the Dungeon Masters I know
already do this. However, it's important to verify that the situation
makes sense without the players there.
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