Kobold Love: Intro, Background and Summary, Part 1

This post appeared here originally. Refer to it for the comments.

I’m the type of person who needs to understand a process before tackling it head on.

That’s why this post is more about context and theory than actually writing Kobold Love’s first part.

Bear with me, it will be worth it.

First Impressions are capital

When a DM opens up a D&D adventure booklet, the Introduction, Adventure Background and Summary are the first things that will be read.

While layout, art and gorgeous maps will entice a DM to read the adventure, that first section will, IMHO, make or break the adventure more than any other section.

If you fail to hook the reader within the first paragraph, your adventure will be put away and may never be picked up again.

This section is also the one that sets the tone for the whole adventure, it puts the adventure within the context of a story and gives the DM a rapid overview of what’s going to happen in it.

This makes writing this section a very crucial task that must be tackled with care and blow the reader’s mind away by laying down what the adventure truly is about in the shortest number of words (yeah that’s going to be a challenge for me).

The evolution of the adventure’s introduction

I’m a DM that buys and peruses a lot of published adventures. Ever since the era of the original Advanced Dungeons and Dragons game, I’ve purchased numerous modules, and copies of Dungeon magazines.

Throughout the years I’ve seen a shift in the way the first part of an adventure was written. In Gary Gygax’s D&D era, published adventures had a few paragraphs of background in the likes of ‘The local Duke requires you to investigate this cave or he’ll jail you all” followed by a short context (A wizard is entombed here and no adventurer ever one came out alive) and sometimes a list of rumours.

Sometime during the evolution of the Dungeon magazine format, the 1st section was divided into the 4 parts that are now common practice in the industry which more or less follow these conventions :

The adventure’s Elevator Pitch, followed with the nuts and bolts of the adventure like what level it was designed for and for how many characters. If the Adventure was published in Dungeon Magazine, it also mentioned if the adventure was setting neutral or specific (Greyhawk, Forgotten Realm, Ebneron, etc). This is usually one or two paragraphs.

The Adventure Background: The backstory of the adventure. It covers the emplacement of the action, the main protagonists, the villain, his plan and the events that lead to the quest/events that will drive the adventure. This takes a few paragraphs and usually fits in a few hundred words, depending on how ‘fluffy’ the adventure is.

The Adventure Summary: One or two paragraph description of what the players will go through during the adventure.

Adventure Hooks: Some adventures provide Hooks, a series of short quests (usually 3 or more) and or motivations to get the PCs involved in the adventure. In D&D 4e, such hooks are often major and minor quests with appropriate XP rewards.

Fluffy vs Old School introductions

From my point of view there currently is 2 schools of thoughts on adventure background design. One, espoused by Paizo Publishing and Dungeon Magazine was to have detailed, rich back stories that involve several organizations and emplacements. Adventure path adventures like Paizo’s Pathfinder and Wizards of the Coast Scales of War are good examples of this.

The other, represented by Goodman Games’ Dungeon Crawl Classics and Master Dungeon series is much lighter on context and backstory. They provide a quest and/or a villain, a few hooks and that’s often it.

Each type responds to different play styles and needs.

Where are you going with this lecture Phil?

It’s quite simple, I have to chose what ’school’ of adventure Kobold Love’s intro will espouse.

KL-1(like good old time modules) will be written to stand on it’s own as a one shot, one evening adventure (if the DM does not expand it). Furthermore, as all 3rd party D&D 4e adventures, it will be need to be easy to adapt to all settings (including the Point of Lights non-setting) as well as all home brewed world.

Furthermore, it’s a limited scope adventure as I need to keep it rather short so I don’t spend 6 months on it.

So I’m going to write it closer to the old school way. It will feature limited fluff with lot’s of narrative hooks and grey zones to let imaginative DMs some leeway. At the same time, I’ll write enough to let a DM use it as a pick up game and still immerse player in the (half) kobolds’ experience.

Up next, Phil actually writes the adventure’s intro.

Credit: Wolfgang Baur’s Kobold Quarterly you should subscribe! (Image art by Darren Calvert)

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