Coming up with new Eberron Adventures [Archive] - Wizards Community

Post/Author/DateTimePost
Eberron_fan

07-03-05, 05:45 PM
Hey guys, I bought the Eberron campaign setting a few weeks ago and I must say it is quite the campaign, it offers many new things for DMs to include into adventures. I am trying to become a good DM with Eberron but sometimes it is hard to find ways to come up with good adventures. Lately I have just been using the steal this hook! part of the wizards site to get me started. Can anyone tell me what makes a good adventure and how to come up with one?
Silver Cobra

07-03-05, 05:55 PM
Some tips for a good adventure:

*Balance does not always mean "things are equal at all times", there might be times the PCs are outmatched or outmanned, conversely, they may get the drop on the enemy or discover a clue that gives them a tremendous advantage and use it successfully. Feel free to mix it up. :)

*It's your adventure-your play in effect, but the PCs are the actors, it's their lines. Let them explore, express and expand when it fits your campaign.

*Eberron has it's charms, but so do you. Go ahead and add a touch here and there-perhaps an outcast band of humans in Valenar, or halfling traders in the Eldeen Reaches. If you can justify it and the PCs don't eyeball it to the point of alienation, that's great too.
Eberron_fan

07-03-05, 07:31 PM
Yes but what if the whole let the PCs expand and explor directly go against what is suppsoe to happen in teh adventure or you didn't expect the PCs to go with that action? Am I suppose to improv it as in play it by ear and see what happens or what?
Silver Cobra

07-03-05, 07:44 PM
It's true that planning for everything is pretty near impossible, as for PCs exploring out of "bounds" I create some generic environment types such as forest, desert, tundra or ocean to use on the fly and occupy them while I deal with any unexpected twist and turns.

If you give me a few examples of situations you're thinking of, I could better suggest.
Eberron_fan

07-03-05, 07:53 PM
A good example was the first adveneture I ever DMed. I decided to try out the levbel one adventure in the ECS. The part where they are suppose to go to the broken anvil Inn in sharn. My players were like no we ain't going there we go the opposite way and basically going ways that the adventrue hadn't described an action for the DM to do. I got a little bit frustrated and I just improved it and said that there was other towers with shops and taverns(it was based in sharn). So eventually the players went to the broken anvil inn in sharn and the adventure went on but in those types of situations where the players do things unexpected and enter areas you had not thought they would go what should you do? How do get the players to the correct point for the adventure to continue?
Raziel_Brokodar

07-03-05, 08:04 PM
It's true that planning for everything is pretty near impossible, as for PCs exploring out of "bounds"


Hahaha!!!

That's funny, often I've noticed my PC's purposely try to go out of bounds... because of video games when they go an alternate path they say "is there an invisible wall"

They like to push me, to see how far I can go before I :banghead:
Silver Cobra

07-03-05, 08:05 PM
Balancing what you want (pushing the story forward) and what the players want (freedom, the chance to explore and do their own thing) can be a very delicate act indeed.

The beauty of using a pusblished adventure among others, is that the main path is laid out. The DM does still does work, but instead of composing the hooks, encounters and treasures- it allows him to focus on side areas/fleshing out the area in addition to whatever roles the PCs fulfill.

I didn't start to graph and layout my own world/continents until I had a firm enough grasph with the Forgotten Realms for example, and reading old 2e material to inspire me along lines of creating a generic world along with a chart that i rolled for a certain type of NPC(city or town)/Monster Encounter(wilderness) The DMG works wonderfully for this also.

In that case, i find looking upon other pregenerated adventures or published settings and using the areas which you need until you get the hang of creating them fairly quickly. Take what makes the area unique(Sharn's soaring towers and bustling environment) and apply those to a set city.


(Note: when i meant out of bounds, i mean something akin to teleporting to the other end of the continent/world when they're on that quest you've been working weeks on. ;) )
Raziel_Brokodar

07-03-05, 08:09 PM
(Note: when i meant out of bounds, i mean something akin to teleporting to the other end of the continent/world when they're on that quest you've been working weeks on. ;) )

Oh you mean out of bounds with the adventure, when you mean for something to happen and they screw it up? Intentionally or unintentionally... :(
Silver Cobra

07-03-05, 08:12 PM
Yeah, when it gets "screwed up" I don't hold any animosity against them, instead I kind of laugh it off and think of new ways to take the adventure (one instance had the PCs teleport over 50 miles south, where i pulled up an old temple I once used for them to explore) It was slightly abrupt, yes, but it filled the niche nicely until I handled the situation.

Usually though, the PCs (if wise) don't wander off with limited resources at low-mid level, so at that time you don't sweat about it that much.
Raziel_Brokodar

07-03-05, 08:18 PM
Yeah, when it gets "screwed up" I don't hold any animosity against them, instead I kind of laugh it off and think of new ways to take the adventure

I do, they try to do it... (at least in our first campaign, which was core D&D, in a made up world that I took over from another DM.





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*sniff sniff* :weep: , nobody goes to my the post that tracks my campaign...
ORC_Paradox

07-03-05, 08:25 PM
How do get the players to the correct point for the adventure to continue?How do get the players to the correct point for the adventure to continue?

Move the point of the adventure. There's no rule that says it HAS to start at the inn. Let them explore Sharn, and when the hit someplace they want to go, that's when it falls in their laps.

Adventure: "The group is in the tavern when an old man comes up to them asking for help."

They don't go to the inn: "Where do you want to go?" "We need some better swords. We go to the blacksmith."

"At the blacksmith's you notice there is no clanging you would expect from such a shop. Nearing the anvil, you see an old man clutching his bloodied chest. He is having trouble breathing, and he's dying. He whispers and gurgles his final request..."
Eberron_fan

07-03-05, 08:25 PM
OK thanks silver, so from now on let them go where they want but try to link them back to where they need to be once they are done exploring. And WizO your syaing that make the story wrap around the places the players want to go, so sometimes move key npcs and plot lines to where the players are hmm good advice thanks. Please if anyone else has anymore tips on coming up with good adventuring ideas please post here.
Silver Cobra

07-03-05, 08:31 PM
Thats good advice too WizO_Paradox :cool: , adapting the setting(where the PCs go) to the adventure, rather than adventure to setting(making them inevitably come back to the focal point you set up)

When the PCs inevitably get led back to the bar/tavern, along a guided line, that takes some of the fun out of it. I think that's what some people refer to as railroading. As they go along, you can increase the urgency and involvement of the adventure in their exploration. Gradual, or sudden, that's your choice. :whatsthis

Another good example, the PCs were "supposed" to visit a temple to meet an NPC Cleric critical to the quest (though they were unaware of that particular tidbit), but deviated from that trail. Instead they catched a boat travelling inland...one of who's many passengers was...dun dun dun...the Cleric :D