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Creating Simple Adventures

Creating Simple Adventures

Creating your first adventure might seem daunting, but great tabletop RPG adventures follow simple, proven structures. This guide will help you build engaging adventures that your players will love.

Adventure Structure Basics

The Three-Act Structure

Most good tabletop RPG adventures follow this simple pattern:

Act 1: The Hook (15-20 minutes)

  • Present the problem or opportunity
  • Give characters motivation to get involved
  • Establish stakes - what happens if they don't act?
  • Set the tone for the adventure

Act 2: The Investigation/Journey (60-90 minutes)

  • Gather information about the problem
  • Overcome obstacles on the way to the solution
  • Build tension as complications arise
  • Develop character relationships and party dynamics

Act 3: The Climax (30-45 minutes)

  • Confront the main challenge or enemy
  • Use information gathered in Act 2
  • Allow multiple solutions to the problem
  • Resolve the central conflict

The Five-Room Dungeon

A simple, flexible structure for adventures:

  1. Entrance/Guardian - Something protects or blocks access
  2. Puzzle/Challenge - A problem requiring creative thinking
  3. Trick/Setback - Something that complicates the situation
  4. Climax - The main confrontation or challenge
  5. Reward/Revelation - Resolution and consequences

Basic Adventure Types

The Missing Person

Hook: Someone important has disappeared Investigation: Follow clues to discover what happened Climax: Rescue them or discover their fate

Example: The blacksmith's daughter didn't come home last night. Her friends say she was going to explore the old ruins outside town.

The Monster Problem

Hook: A creature is threatening the community Investigation: Learn about the monster and find its lair Climax: Confront or relocate the creature

Example: Travelers report a bridge troll demanding impossible tolls. Investigation reveals it's actually protecting its wounded mate underneath.

The Mysterious Events

Hook: Strange things are happening that need explanation Investigation: Uncover the supernatural or criminal cause Climax: Stop the person or force behind the events

Example: Townspeople are falling into unnaturally deep sleep. Investigation reveals a lonely hag is stealing dreams to feel less isolated.

The Urgent Delivery

Hook: Characters must transport something important Investigation: Deal with obstacles and complications during travel Climax: Protect the delivery from those who want to stop it

Example: A dying scholar needs his research delivered to the capital before the harvest festival, but bandits and rival academics want to intercept it.

Creating Compelling Hooks

Good Hooks Are:

Personal

Connect to character backgrounds, goals, or relationships

  • "The missing person is your character's cousin"
  • "The monster destroyed your family's shrine"
  • "The urgent message mentions your character by name"

Urgent

Create time pressure that requires immediate action

  • "The kidnapping happened last night - the trail is getting cold"
  • "The monster attacks every full moon - that's tomorrow"
  • "The festival is in three days - the delivery must arrive by then"

Morally Clear

Make it obvious that helping is the right thing to do

  • Innocent people are in danger
  • A grave injustice needs to be corrected
  • A community needs protection from a threat

Hook Delivery Methods

The Desperate Plea

Someone bursts in begging for help

  • Pros: Creates immediate urgency and emotional investment
  • Cons: Can feel clichéd if overused
  • Example: Farmer runs into tavern crying about attacked livestock

The Mysterious Discovery

Characters find evidence of something requiring investigation

  • Pros: Lets players feel like detectives
  • Cons: Requires more player initiative
  • Example: Characters find a blood-stained letter while traveling

The Official Request

Authority figure asks characters to handle a problem

  • Pros: Gives clear authority and backing
  • Cons: Can feel like characters have no choice
  • Example: Mayor offers reward for solving recent thefts

The Personal Connection

Someone the characters know and care about needs help

  • Pros: Strongest emotional investment
  • Cons: Requires established relationships
  • Example: Character's mentor sends urgent letter asking for aid

Building Engaging NPCs

The NPC Triangle

Every important NPC needs three things:

Motivation

What do they want?

  • Immediate goal: Find their missing child
  • Long-term desire: Become respected in the community
  • Hidden agenda: Prove they're better than their sibling

Obstacle

What's stopping them from getting what they want?

  • External: Physical barriers, other people, lack of resources
  • Internal: Fear, guilt, competing desires
  • Social: Reputation, obligations, relationships

Method

How are they trying to overcome their obstacle?

  • Direct approach: Hiring adventurers, confronting problems head-on
  • Indirect approach: Manipulation, gathering information, building alliances
  • Misguided approach: Making things worse while trying to help

Quick NPC Creation

For minor NPCs, use this simple formula: [Adjective] [Profession] who [Action/Goal]

Examples:

  • Nervous merchant who wants to hire bodyguards
  • Proud guard captain who refuses to admit there's a problem
  • Curious child who knows more than they should

Creating Meaningful Choices

The Best Adventures Offer Multiple Solutions

Combat Solution

Characters can fight their way through problems

  • Always have this option available
  • Make sure it has appropriate consequences
  • Don't make it the only solution to every problem

Social Solution

Characters can negotiate, persuade, or deceive

  • Give NPCs motivations that can be addressed through talk
  • Reward creative social approaches
  • Allow partial successes that complicate situations

Stealth Solution

Characters can avoid or circumvent problems

  • Provide alternative routes and approaches
  • Reward good planning and preparation
  • Have consequences for getting caught

Creative Solution

Characters can think outside the box

  • Be open to unexpected player ideas
  • Reward creativity even if it bypasses your planned content
  • Use the "Yes, and..." principle when possible

Meaningful Consequences

Every choice should matter:

  • Time pressure: Fast solutions might miss important information
  • Resource costs: Some approaches require spending money, spells, or equipment
  • Relationship impacts: How NPCs react to character methods
  • Future complications: Solutions create new problems or opportunities

Sample Adventure: "The Singing Stones"

The Hook

The village's sacred stones that predict weather have started singing ominously. Crops are failing because farmers don't know when to plant or harvest. The village elder asks the characters to investigate.

Act 1: Investigation (Multiple Paths)

  • Talk to the Elder: Learn about the stones' history and importance
  • Examine the Stones: Discover they're magically connected to something underground
  • Interview Villagers: Learn that the singing started after recent earthquakes
  • Research in Local Archives: Discover the stones were placed to seal something long ago

Act 2: The Journey

Characters must decide how to proceed:

  • Follow underground passages revealed by earthquake damage
  • Seek out the hermit who might know ancient lore about the stones
  • Investigate the quarry where recent mining might have disturbed something

Act 3: The Climax (Multiple Solutions)

Characters discover earth elementals disturbed by mining operations:

  • Combat Solution: Fight the elementals directly
  • Negotiation Solution: Communicate with elementals and relocate them
  • Environmental Solution: Restore the natural balance by filling in mining tunnels
  • Magical Solution: Reinforce the original sealing magic on the stones

Consequences

  • Success helps the village plan their harvest and strengthens community bonds
  • Method matters: How characters solve it affects their reputation and future opportunities
  • Partial success might quiet the stones but leave underlying problems

Adventure Planning Template

Basic Information

The Hook

  • Problem/Opportunity: _______________
  • Why Characters Care: _______________
  • Time Pressure: _______________
  • Initial Information: _______________

Key NPCs

  1. Name: _____ Motivation: _____ Obstacle: _____ Method: _____
  2. Name: _____ Motivation: _____ Obstacle: _____ Method: _____
  3. Name: _____ Motivation: _____ Obstacle: _____ Method: _____

Three-Act Structure

  • Act 1 (Hook): _______________
  • Act 2 (Investigation): _______________
  • Act 3 (Climax): _______________

Multiple Solutions

  • Combat Approach: _______________
  • Social Approach: _______________
  • Stealth Approach: _______________
  • Creative Approach: _______________

Potential Consequences

  • Success: _______________
  • Partial Success: _______________
  • Failure: _______________
  • Unexpected Results: _______________

Common Beginner Mistakes

Over-Complicated Plots

  • Problem: Too many NPCs, subplots, and twists
  • Solution: Start with simple, clear motivations and add complexity gradually

Railroad Adventures

  • Problem: Only one solution or path forward
  • Solution: Always provide at least two approaches to every problem

No Stakes

  • Problem: Nothing bad happens if characters don't act
  • Solution: Create urgency and clear consequences for inaction

Unclear Motivations

  • Problem: Players don't understand why their characters should care
  • Solution: Connect the adventure to character backgrounds and universal values

No Player Agency

  • Problem: Characters just follow clues without making meaningful choices
  • Solution: Present options and let players decide how to proceed

Tips for Success

Start Small

  • Focus on one location (village, small dungeon, single building)
  • Limit NPCs to 3-5 important characters
  • Keep the timeline short (hours or days, not weeks)
  • Use simple motivations that everyone can understand

Prepare Flexibly

  • Plan situations, not exact sequences
  • Prepare NPC motivations, not specific dialogue
  • Know the important information, but be flexible about how players learn it
  • Have backup plans, but don't be afraid to improvise

Focus on Fun

  • Give every character a chance to use their unique abilities
  • Reward creative thinking and good teamwork
  • Don't be afraid to adjust difficulty during play
  • End on a high note with clear resolution and appropriate rewards

Remember: The best adventures come from understanding what your players enjoy and building experiences that let them be heroes. Start simple, learn from each session, and gradually add complexity as you gain confidence!

Next: Learn how to run the game smoothly once your adventure begins.