Introduction
By
this point in my tabletop career, I've had the pleasure of running
many a module and many a campaign (as relative as that measure is). I've also had the opportunity to
take part as a player. As a result, I've come to see certain things
that give people issues when running published adventures.
The one I want to cover today is the issue of not knowing the world
the adventure takes place in. I also want to go over what knowing it well buys.
Adventures Are Incomplete
Adventures by their nature
cannot cover everything. They tend to focus on the most obvious
options and the way the author originally envisioned. Players can and
if you run enough adventures eventually will run off the rails.
However, as a Dungeon Master you don't really want it to feel like
the adventure went off the rails. You want it to feel like one big
whole. If there is a big difference between the two parts there is
going to be a disconnected, which is something you probably want to
avoid (in the right cases it might be exactly what you want).
Adventures typically give
you a few of the solutions that the author thought of. One of your
players might think of a clever (or not so clever) alternative to the
situation. In these cases it's even more important to try to be
consistent with the rest of the adventure. It's fine if a brief
rest has a different feeling than the long journey to the
destination. However, it probably won't be fine if a slightly
different route than was intended contradicts the themes of the adventure.
Improvisation
The
overall idea is simple. If you have a good feeling for the world you
are in, you can better improvise and make your additions feel
natural. For this goal there are some things that I think are more
useful than others. Knowing the themes an adventure is chasing after
is important. It is hard to build up a theme and atmosphere but easy
to accidentally tear it down. Being aware of them is important.
However, it can be quite nuanced and specific. A setting can be dark,
but that may not give enough credit to the themes. Themes such as
“death comes suddenly”, “power corrupts”, “anything can be
bought for the right price”, “it takes a monster to kill a
monster”, “for there to be light there must be darkness”, and
“anything can be forgotten” can all contribute to a dark setting.
However, the specific themes that are being addressed will contribute
to the overall feeling. Switching themes and switching back
can be a bit jarring.
Another
thing to know and understand is the characters. You can of course
modify characters to your liking, but understanding them beforehand
helps to better make such changes. More often, if you understand your
characters you can better and more believably react to your players.
Having characters acting out of character is usually more jarring
than going off theme in my experience.
Knowing
the general area and environment is also important for consistency.
The choices you make in populating the environment as well as the
locations contained within influence the themes but also build up the
environment. You usually want to have some level of consistency in an
environment. How that consistency looks may differ (the trees, the
foliage, the general darkness, language spoken, etc.). At the very
least, feeling comfortable in the environment and knowing what it
generally looks like makes improvisation and exploration far easier.
More Important for Longer Adventures
I
typically find this kind of knowledge is more important when running
larger works. The currently published 250+ page adventures by Wizards
of the Coast are examples of large works where the above
considerations are important. You want the parts of the campaign to
fit together and after you make the improvisation in the current
session, you have more to go. However, if the adventure you are
running is a one-shot you can easily morph it into anything you want
and fit it in anywhere.
When Making Your Own Setting
When
you make your own setting, you typically know all of these things
already. You generally know your characters and your location. For
this reason, I find it much easier to improvise when it is my setting
or at the very least my adventure. I know the themes I'm shooting for
and the characters. I also know what kind of location I want.
Translating someone else's adventure is harder because you don't have
that same knowledge or understanding. Instead, you try to gain it as
best you can from what you read. Only so many words can fit into a
book. Eventually you'll reach a point where you won't understand it
any better and you'll just need to give things a shot. When it's my
own setting, I don't really experience this problem. The only main
problem left is accidentally writing myself into a corner or making
something that my players just don't get (it's my job as the Dungeon
Master to communicate the adventure to my players).
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