Quick Tip: Keep Your Adventures Sleek

map castle cuar
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When writing adventure text for a room, make the first (brief) paragraph a description of what’s obvious. Follow with what’s less obvious, as a bullet point if necessary. Don’t bother with full sentences. In my short adventure, The Ruins of Castle Cuar, note how each room is minimally described, with non-obvious bits listed in bullet points afterward.

Here, I merely reference the creatures to keep them system neutral. You should use minimal stats (AC, HP) in your adventure text & focus on what the creature will say & do. But make a card for each creature type with the other important info (attacks, resistances, special abilities, vulnerabilities), & reuse them for other adventures. If you’re artsy, you could put a picture of the creature on the back.

Back and front of 7th-level monster “umber hulk”. You can show your players the picture or just use it to describe what they see.

Here’s an example meant as a defense(!) of sentence and paragraph format, as opposed to bullet points. How would you GM the version at left? You’d have to read the whole description to yourself, then read the first paragraph aloud. It’s presented backwards (you’d notice the table first and the mounted heads last). The bulleted list, while still a bit backwards, is much clearer.

The version at left is written by aspiring novelists, people who want you to engage with their prose, not their adventure. Old D&D adventures were written this way. Descriptions were long-winded and hard to follow; and the writer often held back important information as secrets revealed only at the end of the adventure. And they were terrible to GM.

Worse: you don’t have to choose! You can start each location key with a short paragraph of read-aloud text, then follow with bullet points with more specific information.


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