Day Eleven: Adventure Time

Today’s topic in the 30 Days of D&D (or yesterday’s… don’t judge me!) is:

Favorite adventure you ran

I’m thinking the creators of the post might mean published adventure content. D&D puts out a bunch of rule books or setting content, stuff that gives you and your players great big worlds to play in and great big heroes to portray, and that’s most of what I purchase.

They also put out scripted adventures – story arcs designed for characters at certain levels with enough details provided to run games, in case you’re not looking to try to design your own. While these might have enough details to provide a setting or add onto a campaign already in progress, they’re also designed around providing some villain or villains, who are enacting some evil plot and must be thwarted.

I’ve never run one of these.

A lot of people get excited about the new stuff, like when Tomb of Annihilation came out (late last year? I think? Wasn’t paying attention). More power to them; I certainly don’t have anything against people playing the scripted books. Sooner or later, I hope to run a game of Curse of Strahd, which is like D&D in a horror/vampire setting.

There are advantages to the adventure books – they usually have a lot more thoughtful details put into the encounters and immediate locations. Someone has mapped out the dungeon, or they’ve laid out the blueprints of the castle, along with all the traps, monsters, plot twists, and treasures. They’ve probably been more inventive and varied in their approach than the stuff I come up with on my own. Maybe they’ve put a lot of backstory in, or they’ve set out some additional plot hooks so that the group can continue playing and building upon the story after the published part is over.

The heroes try to rescue a (supposedly) good necromancer from drow captors and their elemental minions, in order to get to the bottom of a surge of undead swarming the mountainous region…

For better or worse, I have only run homebrew settings. Usually, I’m trying to explore a corner of the world in my fantasy works, building upon the little bit I’ve already established in my head or in my books and drafts. This is invaluable to me, as sometimes what the players do can spark a creative idea for a scene using my established fictional characters.

In a way, running a game based on the world in my head makes the improv part of my in-game storytelling job easier. I know what has transpired in this or that part of the world, and what someone in one town might know about what’s going on in the region. Even though there aren’t a lot of details written down, I feel more comfortable describing the world to my players than I would if I had to remember a bunch of details in a published book.

This might feel like a cop-out answer, but my favorite “adventure” that I’ve run is the ongoing story of the world I’ve made, and the players’ contributions to the events that shape its future.

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