GMJ 200: DMG Chapter 3: Creating Adventures

Lex returns to his exploration of the Dungeon Master’s Guide with a discussion of the first part of chapter 3: Creating an Adventure. Lex covers the elements of a great adventure, running published adventures versus adventures of your own creation, location-based adventures, event-based adventures, mysteries, intrigues, framing events, moral quandaries, side quests and more!

You can now purchase Game Master's Journey T-shirts and other swag! 

Call the Game Master's Journey voice mail: 951-GMJ-LEX1 (951-465-5391)

The Starwalker Studios Discord server is up! 

Check out Lex's D&D adventure, The Trickster's Labyrinth.

Check out Lex's D&D campaign, Hinterlands of Elandria.

Lex's Series on the Dungeon Master's Guide

Episode 151: DMG Introduction - Know Your Players

Episode 152: DMG Chapter 1 - A World of Your Own

Episode 154: DMG Chapter 1 - Gods of Your World

Episode 155: DMG Chapter 1 - Developing Gods & Pantheons for Your World

Episode 156: DMG Chapter 1 - Mapping Your World

Episode 158: DMG Chapter 1 - Creating Settlements for Your Campaign

Episode 161: DMG Chapter 1 - Factions & Organizations

Episode 163: DMG Chapter 1 - Magic in Your World

Episode 164: DMG Chapter 1 - Creating Campaigns

Episode 165: DMG Chapter 1 - Creating Campaign Events

Episode 173: DMG Chapter 1 - Play Style & Tiers of Play

Episode 175: DMG Chapter 1 - Flavors of Fantasy

Episode 179: DMG Chapter 2 - Creating a Multiverse

Episode 183: DMG Chapter 2 - The Astral Plane

Lex's Series on the Player's Handbook

Episode 137: PHB Prelude through Chapter 4

Episode 138: PHB Chapter 5 - Equipment

Episode 139: PHB Chapter 6 - Multiclassing & Feats

Episode 140: PHB Chapter 7 - Ability Scores

Episode 142: PHB Chapter 8 - Adventuring part 1

Episode 143: PHB Chapter 8 - Adventuring part 2

Episode 145: PHB Chapter 9 - Combat

Episode 146: PHB Chapter 10 & Appendices - Spellcasting, Conditions & Exhaustion

Creating Adventures

Elements of a Great Adventure

  • A credible threat
  • Familiar tropes with clever twists (or not)
  • A clear focus on the present
  • Heroes (PCs) who matter
  • Something for all player types (at your table)
  • Surprises
  • Useful maps

Using Published Adventures (or not)

Adventure Structure

  • Beginning
  • Middle
  • End

Location-based adventures

  1. Identify the party's goals
  2. Identify important NPCs
  3. Flesh out the location details
  4. Find the ideal introduction
  5. Consider the ideal climax
  6. Plan encounters

Event-based adventures

  1. Star with a villain
  2. Determine the villain's actions
  3. Determine the party's goals
  4. Identify important NPCs
  5. Anticipate the villain's reactions
  6. Detail key locations
  7. Choose an introduction and a climax
  8. Plan encounters

Mysteries

  • Victim
  • Suspects
  • Clues

Intrigue

  • Villains
  • Influence

Framing Events

Complications

  • Moral quandaries
  • Twists
  • ide quests

How to Support the Podcast

Visit our Support page to learn the many ways you can help us out and help support the show.




Music Credits

©2016 Starwalker Studios LLC