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GameMastery Guide / Running a Game / How to Run a Game / The Science of GMing

Creating Adventures

Source GameMastery Guide pg. 36
It’s the GM’s job to plan and predict the course of an adventure. Depending on you and your players’ play style, this may be an easy endeavor or require a lot of work. The basic types of adventures are linear, unrestricted, and nonlinear.

Linear: A linear adventure scenario is pretty straightforward; the PCs begin at point A, travel to point B, then C, and so on until they reach the end of the adventure. What exactly those points are, and which of them are combat encounters, roleplaying encounters, or merely places to rest and buy new equipment varies from adventure to adventure. For example, a scenario may start at a village where orcs just attacked, follow a survivor’s directions toward the orc lair, deal with the orcs in the lair, and end with the PCs returning triumphantly to the village; there isn’t much room for deviation from the expected plot. Most published adventures are linear adventures simply because a book only holds a limited amount of information—it’s impossible to account for every possible character motivation, wild goose chase, or wrong turn that the PCs may take during the course of one or more nights of play.

With linear adventures, the GM has to be ready to steer the PCs back to the task at hand; one of the easiest ways is to use a timed event to encourage the PCs to stay on track (such as a prisoner held captive in the next location who must be rescued before the monsters kill him), but some GMs fall into the trap of using brute force, such as an army of lizardfolk that coincidentally appears whenever the PCs try to go a different direction. Linear adventures are often called “railroads” because there’s only one place the PCs are supposed to go—but this isn’t always a bad thing. If you’re just running a one-shot game—say if an old friend is in town for a long weekend or the gaming group wants to play a single game with high-level characters— it’s perfectly acceptable to railroad the characters; the expectation is that everyone wants to finish the adventure, and wasting time looking for clues in the wrong place just makes it more likely the group won’t finish in the allotted time. In these situations, it’s okay for the GM to say, “you don’t think this has anything to do with the Dungeon of Bloody Death, and heading to Black Blood Mountain is clearly the way to deal with this threat.” In the same way that your group can use their imaginations to see ex-quarterback Bob as a female gnome rogue, they can accept a gentle push in the direction of the actual adventure when things get too far off track.

In an ongoing campaign, you have to be prepared for the PCs to go off the rails and stay off the rails for extended periods of time. Even if your plan is to run a linear adventure, it’s a good idea to have some mini-adventures, random encounters, or interesting locations for the PCs to visit should they detour from the plot of the adventure. With careful planning, these deviations can help steer the PCs back toward the main adventure—a random encounter with an orc raiding party that’s fresh from cooking and eating some peasants may inspire the PCs to deal with the lair; an old ranger needing help fighting a dire wolf may have a few +1 orc bane arrows he was saving for a special occasion, and so on. Of course, the best solution is to have several linear adventures planned, seeding the PCs with information about each, and letting them pursue whichever one they want—which actually works much like the next adventure type.

Unrestricted: In an unrestricted adventure, the PCs can go anywhere and do anything; they may not even be aware of your initial ideas for the first adventure. This sort of gaming is often called a “sandbox” because there are no limits to what the PCs can do, like children on a playground creating their own imaginative stories with toys. Running a sandbox game requires a GM with a lot of prepared game material or the ability to create multiple story elements on the fly. An easy way to “cheat” at running a sandbox game is to have several parallel adventures planned so if the PCs wander away from one 3rd-level dungeon, you can insert another one in the path of the PCs. Another trick is to “re-skin” one adventure with a different flavor, such as taking a fire-themed temple and changing all encounters, spells, and monsters from fire to cold as the players go through it. If you’re running a sandbox campaign and you get stuck, either because the PCs have lost track of adventure hooks or they’re heading toward something you haven’t thought much about, use the same tactics you’d use in a linear or nonlinear adventure (see below)—steer them in a new direction, tell them where they’re headed isn’t ready yet or is too powerful for them, or ask them what they expect to find there and use that to inspire what’s actually there.

The one big potential trap of a sandbox game is that because there’s so much to do, some players may split off from the main group for extended periods, leaving you to GM one group of players while the rest have to sit and wait until it’s their turn. If this happens, steer the wandering PCs back to the main group, as dividing your attention for too long leads to bored players. Sometimes it’s best to arrange a short session (or even a series of emails or messageboard posts) for just those PCs to let them deal with their plot elements and get back on track with the main plot. Sometimes the most drastic and mysterious action is best—if the wandering PCs turn up near the main group, disoriented and with no memory of the last few days except a sense of horror, you can move on with the main plot and plant seeds for what happened to that “missing time.” For more information on dealing with split parties, see pages 65–66.

Nonlinear: If an unrestricted adventure is a blank page, a nonlinear adventure is a flow chart, as when the PCs have multiple options for engaging a storyline, they feel more in control, and the adventure starts to look more like a flow chart or series of crossroads than a straight railroad—this is the core of a nonlinear adventure. In many cases you’re able to bend or add to the developments of a linear adventure based on the actions and desires of the PCs, turning it into a nonlinear adventure.

For example, in the aftermath of an orc raid on a village, the PCs may decide that tracking the orcs back to their lair is too difficult without a ranger and decide their abilities are better suited to building defenses for the town and waiting until the orcs come back. Instead of the PCs dealing with the monsters room by room, you can use those area-based monster encounters to attack the town in waves, or (if you think the PCs are up for it) to attack from two different directions. The PCs don’t need to know that the encounter with the orc monster tamer and his worg pet was supposed to be area 4 of the orc lair, and perhaps the increased mobility of an open area brings an interesting twist to what may have been an otherwise routine encounter.

Nonlinear adventures require you to plan ahead for what the PCs may do, and think on your feet in case they come up with something you weren’t expecting. For example, if the PCs are intimidated by your description of the damage from the orc raid and ask about finding better weapons to help deal with the orcs, you may be momentarily caught offguard because this sort of action wasn’t in the original idea of the lair-based adventure. However, developing a stable of secondary characters and side treks lets you quickly insert an appropriate NPC for this purpose, such as the aforementioned old ranger with the +1 orc bane arrows—who no longer needs help with a dire wolf, and is now willing to trade the arrows for a favor to be named later (which you can use as a plot hook for the next adventure). If you’re stuck for ideas when the PCs make an unexpected shift, don’t be afraid to ask the players what their characters are looking for; if they ask about orc bane arrows, that may inspire you about a hermit ranger, but if they ask for potions or scrolls, it may inspire the idea of a lonely, half-mad cleric living at a ruined shrine, and the players don’t need to know that their suggestion as to what they’re looking for helped define the course of the adventure.