RPG / BuildAdventure


Building an Adventure Session

Most people agree that there should be about three or four combats per session in a roleplaying game. Perhaps this can be generalized to three or four big encounters per session.

An initial adventure session outline could be:

  1. Lead-in: Hiring, traveling, initial exploration
  2. Encounter
  3. Encounter
  4. Encounter
  5. Final Encounter: More difficult
  6. Resolution: Get paid, move on, etc

Clearly, that outline would make for a really boring game, so it is going to need some spicing up. Part of that spicing up will come from different types of encounters. Also, since no one wants to sit around while others do their thing, the ideal is that each encounter has something that each character could do. Some options are:

  • Skill Encounters: These are creatures or obstacles that can be defeated by stealth or skill, such as guards, castle walls, cliffs, informants, or low-hp creatures that can fall to a single sneak attack.
  • Pure Combats: You need some no-negotiation, straight-up combats that play to the fighter classes. Think orcs, wolves, ogres, giants -- or dragons. Consider tactics first here: ambushes, charge, bull-rush, something to make it more than just attack rolls and damage rolls.
  • Magical Challenges: Include two magical challenges that require a knock, a fireball, or whatever other strengths your arcane spellcasters have. They might be lore-based challenges, such as knowing the weaknesses of an extraplanar creature, or they might require the use of Concentration or Spellcraft to manipulate a magical object or unravel a mysterious warding.
  • Divine Challenge: The divine caster in the party is more than just a medic, so give him or her something to do with at least one undead turning, Knowledge (Religion), or nature-knowledge encounter (if your divine caster is a druid).
  • Puzzle or Trap: This could be as simple as finding the key to a tough lock, deciphering an ancient script, or finding a secret door with Search, but you should include traps and puzzles for your party to solve. If the party doesn't have a rogue in it, use Knowledge skill checks as a substitute.
  • Roleplaying Encounters: Social skills play an important part of the game too, and bards don't like to just sit and do their stuff in the background. Provide at least two roleplaying encounters that can be defeated by the right social skills, bribes, exchange of services, or clever conversation. Examples include a scholar with a clue that the party needs to bypass some defenses or wardings, or a devil who will ally with them against a common foe.
  • Mook Encounter: This should be against foes of at least 2 CR less than the party, and ideally 3 or 4 less. Think kobolds, bandits, skeletons, wild animals, or any other group of many foes that play to Cleave and area-effect spells. It's fun to see heroes cutting a swath through hordes of foes.
  • Polder: "Polder" is a Dutch word describing land reclaimed from the sea, but here it's a more general term. As described in detail in Dungeon 135, polders are safe havens for adventurers, places where the party can regain strength. Think Rivendell in Lord of the Rings. Your polder could be a xenophobic elven tree city, a magical rope that generates rope trick spells as a charged item, a bound archon who wards a treasure, or a dwarven merchant caravan. If the party wishes, they can heal up to full strength and level up.
  • Bigger Fish: To keep the blood flowing, you should have one overwhelming encounter that the party can't handle without serious risk of a total party kill. This could turn into a roleplaying bit of Diplomacy, a chase, or a stealth challenge, depending on how the party handles it -- but they should see that not every encounter in every adventure should be fought.
  • Big Finish: A grand finale encounter with all the trimmings: villain, minions, and a room or terrain that provides interesting combat options.

Important Notes

  • Every time someone rolls a dice that roll should advance the plot. No unnecessary rolling. Essential facts should not require a roll, as there is a chance the player could fail it.
  • No more than one paragraph per scene of flavor text.
Page last modified on August 24, 2008, at 06:28 PM