Game play flow chart

This comes from the OSR subreddit (via QuestingBeast’s newsletter) and I think it’s a great idea for adventure writing.

The original author was considering this for a table of contents, which I think would be a misstep. It is a really nice, evocative piece of work though.

From u/Raphael_Sadowski on Reddit.

Loadouts

“Did anyone remember to buy a healers kit?”

There are some situations where characters would behave smarter than their players. That’s why we have passive checks and other checks to see if the character thinks (or even remembers) something the player doesn’t.

One of those situations is remember to leave the house with their winter coat when in the middle of the darkest months. It’d be cruel for a DM to suggest that since the player didn’t specifically say, “I’m going to dress up warm,” that the character would be wandering around in a t-shirt and shorts.

Similarly, when you are on floor four of a mine, where the job was to collect a few diamonds, only to realise that no one noted down a pickaxe, the group should be given the benefit of the doubt. Obviously the character would have considered this and picked one up.

Full disclosure: I’ve not actually read Blades in the Dark, and only know it from the Adventure Zone, but it has a nice system for this kind of thing. Before setting off on an adventure, the players decide what loadout they’d like to take. I believe these are along the lines of light and heavy.

The items in those loadouts aren’t decided immediately, but are decided in the adventure as they’re needed. If you’re going in light you can get away with a small handgun or an iron file or some such. Small things. Too many small things will eventually add up to a heavy load, so at some point you can no longer add more things.

A heavy load means you can start pulling out great axes and whatnot. The downside here is that (even before you’ve decided on what items there are) people around you will know you’re packing. Suspicions are going to be raised pretty quickly.

These loadouts might cost an upfront payment, but making the group pay for the items at the end might be more fun, adding a push-your-luck mechanic. Shall we splash out on a Scroll of Detect Lies now? What if it reveals nothing? What if the dungeon is a bust and the PCs end up going into debt? Drama! Tension! Oooh!

The DM can of course have final ruling on what a loadout contains. Maybe it doesn’t make sense for the PC to be carrying a glass making kit. It’s important to remember rule one of being a good DM though: at the end of the day, your job is to make the players feel like their characters are heroes. If that means they pull the perfect macguffin out their ass and it makes for a cool scene, then why on earth not.

What brings you here? Helping players buy in to your game.

If you’re running a one shot, it’s more than okay to drop your PC’s at the entrance to a dungeon and forcibly push them in. On more long lived games though, you’ll want to make sure there’s a reason for the player characters to stick around (rather than returning to their family, their job, or just deciding to call the town guard to handle it). It’s important to the PC’s to know their motivation.

On the flip side, it’s important for players to remember that they’re there to play a game. In most RPGs, you should be building a Hero or at least an Adventurer At Heart who’s eager to throw themselves into a quest with very loose reasoning. “Of course I’ll help! I’m just that kind of half-elf.”

DM and player should meet in the middle here and come up with something fitting and fun. Often, “you were looking for a job – here’s one” is all it takes. But what if you want a little more ramp up to this?

Fortunately, there are some very easy ways for getting buy-in from even the most reluctant of characters and to find out something about them along the way.

Time to pay back that favour. This may be my favourite for a couple of reasons: a) the quest giver can be morally ambiguous, and yet still be owed a debt from the PCs, and b) it sets up a back story for the PC’s and helps them decide their flaw.

In my run of Maze of the Blue Medusa, the initial quest giver was Twisted Wrought Iron, a kenku and master forger. Session zero was a meeting where the party had been summoned and we went around the group with the question “what favour did Twisted do for you that means you own him one?” We kept going around the group and iterating on each others backstories until everyone had a good reason to need to do this job. And, many of the characters “realised” they knew each other too.

Duty calls. What ever the character’s backstory, they lived in a full world before. There’s certainly going to be some person in their lives which you as the DM can exploit. Nobles are often sent off on jobs by their higher ups, and there’s little they can do about it. Holy people are sent on missions.

Remember to ask them how that conversation went, and to describe the authority figure that sent them. That’s some meaty plot there!

Factions are a big deal across the Forgotten Realms, and outside of Faerun you’ll find plenty of allegiances and secret groups. Getting your PCs to join or align with one of these makes plot hooks very easy.

“You’re not the first party we’ve sent on this quest”. You can put this into any adventure with little modification. The buy in here is easy: your sister was in that first party! When the party eventually find the butchered remains of their loved ones, they have a sudden and equally powerful revenge or justice motive.

How did your last adventure go? This may be a brand new character, but this might not be there first adventure. This is a good way to have characters in the group already know each other too. Whatever they say, try to work in a hint towards this adventure. Maybe it was all leading to this, right now.

DMs, note: You don’t have to improvise everything. Get the players to help out.
Finding the character buy-in should be a process the entire group is taking part in. You don’t have to look like a master improvisor. Listen to what your players are hoping to play and lean into that. Let them create whole narratives that are happening outside of the story you’re hoping to tell. Feed off of that, and try to bring it into the adventure.
They’ll be surprised and excited when you ask them “can you tell me more about this god you worship? are they popular? are they the main god of the realm?”

Published adventure hooks. Most 5e adventures, certainly all the published ones, have an ‘adventure hooks’ and/or a ‘backgrounds’ section. These shouldn’t be shrugged at and there’s a lot to be learned in them. One in Elemental Evil picks a villain from the adventure and puts the PC specifically on a quest to hunt the villain down. (Since you’re here, you may as well finish what you started and carry on with the adventure!) Storm King’s Thunder describes how to get PC’s from their previous adventures to the story of the giants.

Use components to limit cool spells

I like to make up spells. Take this one I just generated with some story cubes.

Banished Mimicry.
Level 2 Abjuration spell. Casting time: 1 action. Duration: 1 round. Range: Touch. Somatic.
Touch the target as you cast this spell. The target may make a Charisma saving throw. On success, the target is immune for 1d4 days. On a failure, they vanish into a pocket dimension. In their place stands an identical mimic, who can convincingly sound and act just like the target. The mimic will obey your command, acting as a Friend, and has 1 HP. The spell ends if it is reduced to 0 HP and the mimic disappears, replaced by the original target.
If cast at level 4, duration increases to 1 minute. If cast at level 6, the duration increases to 1 hour. If cast at level 8, the duration increases to 1 day and the mimic has 3d8 HP. If cast at level 9, the duration is “until dispelled” and the mimic has 12d8 HP.

I mean, that’s pretty epic, right? You can make a whole adventure around rescuing someone from that spell.

But it’s also really kind of powerful. A party of enough wizards and they’ll have a small army of non-necrotic thralls running around for them. (To that I say, does that really matter?) Some would be concerned about giving their players a tool like this.

There’s a way to curb how often it’s used though – without just banning it at your table!

See that required “Somatic” tag? Just tack on a “Material: 1 black lotus petal which is consumed by the spell.” Then who cares if this is even a level 1 spell? You control the market for black lotus petals!

Your wizard will be excitedly scouring the world for helpful flora. Hey, it works for Identify and Revivify.

“I loot the random bag”

For when players want to loot something, and you don’t have anything specific to give them. A mix of wonderful and mundane items.

“Busy pub where someone might steal from a bag.”

“There’s some boring stuff in there, but also…”

  1. Fragile, glass orb. Roll sleight of hand to avoid smashing it, drawing attention. Unbroken, is just a pretty bauble, worth 10sp.
  2. A paper bag of dog treats.
  3. About 1 rations worth of dried fruit.
  4. 1d8 copper pieces.
  5. 2d8 copper pieces.
  6. 2d10 silver pieces.
  7. 3d20 gold pieces. (Why does this person have this much money in a bag?)
  8. A half thought out wizard’s spell. If a spell caster spends 10 days of downtime decypering it, they gain a cantrip. A non-spell caster with a high enough Int, and a mentor, can learn the Light cantrip in 20 days of downtime. (“How long will this take to learn?” “A long time.”)
  9. A note written in druidic. Recipe for a homebrewed healing potions which needs about half the normal amount of ingrediants.
  10. An x-marks the spot map which reveals a secret passage that the characters have so far missed, or is coming up.
  11. A bottle of antihistamines, unlabeled.
  12. The address of a fence (guy who sells and buys stolen goods). Theives cant symbol explains this, but is otherwise unlabelled.
  13. Raw fish. Can be cooked for about 1 day of rations, or sold for 1d8 silver if sold quickly.
  14. An “IOU” from a nearby shop for 1d20 silver pieces.
  15. A list of names. “Trilby. Tha’feth. Trillax. Toast.” The first three are crossed out.
  16. A complete set of dice and some rough rules for something called “Castles and Chimeras”.
  17. A whistle. It can be used to draw the attention of the last or next beast species the characters bump into. “It’s a whistle, but it’s not quite clear what for.”
  18. One of those squeezy-hand exercise things.
  19. A sending stone. The other is in the posession of the next NPC they talk to.
  20. A set of silver lockpicks.
  21. A packet of ballons and tiny Canister of Holding, filled with more helium than anyone could ever need.
  22. An purple spotted egg, wrapped in straw and paper. It’s a Flying Snake egg and appears to be viable.
  23. A lidded pot of Granny Ramsfords’ stew, one ration worth. Grants 4 tempory hit points. Also has a recipe for the stew if they check thoroughly.
  24. A roll of paper, with six chocolates inside. They give weed-like affects after twenty minutes.
  25. A very cool abacus. Is about the size of your hand, and has three rows of beads. You cannot move them. “You don’t know what it’s calculating, but it’s doing something.” Rung one counts the number of hostile enemies or traitors nearby. Rung two counts the number of sentient non-creatures nearby. (Includes mimics, sentient magic items, and petrified creatures.) Rung three counts the number of shape-changed creatures nearby. Maybe the creation of some paranoid ruler?
  26. A fine wrist-watch. Must have been made for someone as a present, because the inside (if they take the back off) has an inscription in silver. Plus, it’s basically unbreakable. This is a lich’s phalactory. He’s got no real way of finding it though and isn’t likely to die-and-be-resurrected anytime soon. This may never come to anything.
  27. An wooden carven, about six inches high, of an owlbear. This is instantly obvious to any cultured person what it is: a very rare collectable. The artist made maybe six of these. Wow!
  28. Pencils, inks, paper. Nothing rare. Seems to just be some student’s backpack. One of the inks are invisible ink. The pages are filled with the most naughty erotica. Goodness.
  29. A little, black book with contacts and addresses. This has three “charges”. The next three times the PC’s look up someone in this book, they’re most likely there, with a sure fire way of getting in touch with them too. After three uses, it likely doesn’t include the person they’re interested in.
  30. An independant, far-left, twelve page newspaper which talks at length about workers rights. There’s an interesting passing mention of an important NPC, which reveals a little more about the plot.
  31. A wind-up music device. It plays the intro to Welcome To The Black Parade for some reason. In the home of whoever they’re stealing this from, the music unlocks a chest with at least 4d20 gold pieces in it.
  32. A beard trimming kit. Comes with scissors, a mirror, and inside a pouch is a Beacon of Light, a device that casts Light in a cone ahead.
  33. It’s a Bag of Guarding, which can only be accessed when wearing the corresponding ring. 2d8 piercing damage and try your best to not yell loudly in pain. The owner has the ring (obviously). Inside is a different item from this table.
  34. A whetstone and a dagger. These two items are magically linked and only work with each other. When sharpened, the dagger becomes +1 for a day.
  35. 3d8 gold pieces. A decent passive Perception will alert the PC that one of the pieces is very light. This piece is a tracking coin. It needs to be soaked in salt water over night to unattune it from its owner, and then it can be attuned to.
  36. Looks like a towel. Smells like a gym towel. It’s a Dry Towel. It’s the size of a bath towl, but folds down real compact. It’s super strong and can absorb a large amount of liquid. Needs to be twisted to get the liquid out, otherwise feels totally dry. The magic doesn’t stop it getting dirty though.
  37. A Magic Eight Ball. One charge per day. Ask the player to roll a d100, and then a d8. Spend a few moments looking through “the table”. Then scoff to yourself and ask for a d4. “That was close! Okay, it says…” Then make something up. Follow this procedure very closely each time and see how long it takes them to figure out what’s happening.
  38. “Key with X written on it”, where X is the result of a d100. When they try to use it on a door, secretly roll a d100. If you roll below X, it opens the door. After that, it only works with that specific door.
  39. A cat collar. Nothing special about it.
  40. A picture of someone who looks very much like the current Prime Minister of the UK, but if they were a hobgoblin. If tested and looked at specifically, the picture is slightly magical. It needs a focus before its magic works (like a magic picture frame, any decent arcane shop has them). Once it has that, it behaves like a Harry Potter inspired magic portrait. Its other frame is somewhere else in your world, possibly in storage but maybe on display.
  41. A bag of marbles. That’s it. Just a bag of marbles. (One of them is a glass eye. It has darkvision.)
  42. Two almost filled loyalty stamp-card things from the local ale house.
  43. An unhealthy number of junk food wrappers.
  44. Enough lottery tickets for each PC, which are for tonight’s draw! They roll 5d6 to figure out their numbers. If the PC’s remember to check, roll 5d6 to find the results. I heard the prize is game-breakingly large.
  45. Some tissues. It’s an endless pack!
  46. A small box of live crickets, waiting patiently to be taken home and fed to whatever pet the owner has. The crickets appear to never die whilst in the box. The box gives any creature inside it 1 temporary HP every six seconds. Only insect-sized creatures can fit.
  47. A Waterskin of Endless Holy Water. I bet not even a priest could tell this was holy water, until it was tested. Tastes like water. Smells like water. Waters plants just fine. The current owner, and the six owners before them, all assume it’s just a Waterskin of Endless Water. A tiny creature can squeeze into the bag, and with the aid of waterbreathing, can find their way to the realm of the water god.
  48. A cursed Ring of Invisibility. Put it on. Go on. It has three charges per day. When used, ask the PC to make a difficult Wisdom save. On a failure add two dislocation beasts to the next combat desperate to get that ring back. If they critically fail, a green hag appears soon. She’s finally found her Ring.
  49. A piece of identification that will help gain access to somewhere. It is photo ID though.
  50. A glass cube with a fiery ball bouncing around inside. Older PC’s will remember the fade of forcing motes of various types down to size and carrying them around. These are considered cruel now, and almost entirely forgotten. Breaking it will release the mote, which returns to full size quickly.
  51. A wrapped gift, with a label. “I’m sorry I missed your birthday again. Lots of love, from daddy.” It’s a rather fancy doll. Three times a day is can cast disguise self on itself.
  52. A trained, pet spider is sleeping in the bag. If woken, it’ll bite for 1d4 damage. Con save or become poisoned for twenty minutes or so. It can’t speak, but understands druidic.
  53. A scroll labeled “Fireball”, in Common. If a wizard sees or tries to cast this, they can make an easy Arcana check. Other classes, not used to reading runes, do not get to make this check. This is not Fireball. (Whatever tricksy enchantment this scroll has means it ignores normal scroll casting rules.) This is Summon Lesser Demons. A blood circle appears automatically around the caster.
  54. An out of tune flute. Sounds okay, I guess. If they attempt to fix it, they discover a Wand of Magic Missiles inside.
  55. A bag of climbing chalk.
  56. A waterskin of orange juice. The lid wasn’t put on properly and it has leaked all over the bag. Very sticky.
  57. Three tickets to see that band you like, playing next week.
  58. A moist block of clay, wrapped in plastic, ready to be moulded and fired.
  59. A make-up kit for a particularlly emo person. Dark blues and blacks.
  60. Three postcards which haven’t been sent yet. “I’m having a lovely time in Duransk!” Duransk is a beachside holiday resort, miles from here.
  61. Two knitting needles and a ball of very soft yarn. It’s not possible to tell what the end result will be.
  62. A map of the route between their home and their work. Includes some interesting details that only locals would know.
  63. A wax seal stamp. Since these are used as proof of sender, these are usually kept safely at home.
  64. A small, but heavy duty, nail file set. Probably used by someone with claws.
  65. A business card for a shipping company that runs from the docks. They’re well known for being on time and doing only legit work. They send ships all over the world and will sometimes take on passengers.
  66. A flyer for Findo’s Embirdium. It’s a gnome-run business selling homing birds. Birds are trained to return to Embirdium branches and return to their owner, carrying messages each way. The flyer has a discount code.
  67. A diary listing past and future astrological events. The owner has written something auspicious about today.
  68. Three wax candles. Each cast Speak With Dead and last for the duration of the spell.
  69. A deck of cards. Instead of the normal suits, it has pictures of members of higher society with their names.
  70. Four or five song sheets with music on them, originally meant for a lute. It’s not good music, unless you recognise it from when it was first released, one thousand years ago. Those people may enjoy the memories it brings. (There are probably some people left that old.)
  71. A wedding ring worth 1d20 gold pieces. (Why isn’t the owner wearing it?)
  72. A childrens book of non-magic magic tricks. False shuffles. Make a coin disappear. Things like that.
  73. x-acto knife and a set of blades. Real sharp. Can cut through glass cleanly.
  74. A small set of black, brown, and white shoe polish, with a buffing cloth. A single drop in a body of water will make the water instantly change to that colour. In a mug of water it might last a few hours. In an ocean it was barely flicker (but will still work). No other qualities of the water will change.
  75. A very detailed drawing of the interal anatomy of a monkey. Druidic runes run around the edges. “Blessed be the forefathers. Only inside them can be we our own truth. Purge self and return to feral.”
  76. A hand radio device. It only picks up a pirate radio frequency. It’s very secret. Run by goblins and wererats. No one knows how it works but them, and they’re not revealing anything. Seems to work anywhere in the material plane.
  77. A highend lock keeping a journal closed. The journal is boring, but the lock is worth stealing. The key is in a nearby coat (which maybe the owner is wearing).
  78. Lotions and oils for someone with scales. Everyone needs a skincare routine.
  79. A set of goggles. They glow red when activated (hard to hide) but then give thermal vision. This special sense can see Invisible creatures.
  80. A magic boomerang. Always comes back, even if it has to spend hours looking for you. Even if you run away from it and hide in a maze. No attunement necessary, always returns to whoever threw it. Harmless if not insistant.
  81. A vial of pale, yellow liquid. It’s somekind of lycanthropy venom that will turn the drinker. It’s not possible to tell what type. (It’s wererat.)
  82. The first draft of a story someone is writing. It details the fictional pursuits of a clockwork loxodon.
  83. A sleeping mask that grants the attuned the Trance (Elf) ability.
  84. A spellcasting focus, worth 10gp. The owner doesn’t realise it’s gone until an unfortunate moment.
  85. A miniturised bicycle. It keeps folding out until it reaches full size. Has “Gimble Hingeworker” etched into it, presumably the original creator.
  86. A four inch idol to the god of war, showing them in a compassionate position. The temple to this god would be very interested in purchasing this (either to hide this unusal side of their god, or attempt to understand it). It can be used to cast Spare the Dying.
  87. A silver bell. When no one is attuned, acts as normal. Can be attuned by multiple people. When rung, only they can hear it (if they’re close enough to hear it ordinarily).
  88. Most of the uniform for the previous or next location the PC’s are going to.
  89. An hourglass. A theif would know that this is a Theive’s Hourglass. The sand falls in an almost imperceptable pattern. A message can be encoded in the sand by twisting the wooden casing.
  90. Deactivated Sentient Hunter’s Trap. When activated, has a move speed of 5, as it silently vibrates to get closer to its prey. It always knows the locations of nearby Beasts and will approach the closest. Once close enough, it anchors itself and waits, just like a normal Hunter’s Trap.
  91. A trainee wizards actual spell book. Includes: Featherfall, Jump, and Longstrider.
  92. A souvenir from a local tourist attraction.
  93. A portable window. When placed on a wall less than three inches thick, you can see right through it. Works both ways.
  94. A blackjack. Same stats as a club (1d4 bludgeoning, light) except when target is surprised by the attack they must make a DC 15 Con save or be stunned for 1 minute.
  95. A voucher for Ev’s Day Workers, a company who operate a network of hirelings. The voucher is for 1 day of skilled work. The note with it says, “you deserve some time off.”
  96. A small tube of Sovereign Glue.
  97. Fire/heat proof gloves. Wear ’em to hold hot things.
  98. A pearl (worth 100 + 1d20 gp) and a feather.
  99. A Scarf of Pass Without a Trace, 1 charge per day.
  100. A Bag of Holding! Inside is another item from this list. (If you roll this again, the bag explodes at it is jostled.)