My published adventure modules bear little resemblance to the adventures I run for my friends. For the most part, the published modules are fairly straightforward dungeon crawls – fight some monsters, do a little investigation, move onward to find some sort of big MacGuffin, and defeat the Menacing Evil lurking somewhere towards the end of the adventure. I find them to be a hell of a lot of fun, but not terribly complex. When I’m writing these, I tend to err towards what I call the “lowest common denominator”, meaning that a smart teenager who’s relatively new to gaming should be able to pick my adventure up at a store and run it as his or her first adventure, without too many problems.
Some gamers find this approach too limiting. Cries of “railroad!” can be heard at many a gaming table whenever there’s a DM using a published module. Railroading – or, forcing a bunch of players in a game towards a given outcome, regardless of their stated actions – can be a valid criticism, but it’s one that gets a bit overused when it comes to modules. (In my own opinion, at any rate.)
When I write a module, I have no idea if a DM is going to use it as a one-shot, or if it’s going to be inserted into part of an ongoing campaign. I have no idea if the backstory of the player characters is important. In that sense, I’m trying to keep things fairly simple and generic. As a DM running published modules, I always wanted simple as opposed to complex. It’s much easier for me as a DM to add complexity to something simple, rather than rip away stuff from something complicated in order to simplify it. In that regard, that’s why the published adventures that I’ve written can lean towards the railroad. By pointing the players towards a given goal, I’m simplifying the job of the DM. If I build in multiple goals, with no clear way of getting there … well, remember that smart teenager who’s relatively new to gaming? He or she – or any other newbie DM – might find the adventure bogging down and going bad because there’s too many options. I’d rather provide just a few clear goals in adventure, with rough adventure ideas and seeds for other optional goals, which can be used at a DM’s discretion.
My own adventures for my friends essentially are three or four modules, run simultaneously. My latest campaign began with the players being hired to steal something valuable from a warehouse. When they got there, they found themselves presented with a number of options. It turned out that the “crate” that they were hired to steal contained some sort of powerful creature, which was in the process of escaping; they ran into a bunch of rat-men who had also come to the warehouse in search of the crate; they found that the actual crate contained a metal cage and a bunch of interesting clues; and, later on, they found that the thief who had hired them to steal the crate in the first place wound up dead in a river.
Each of these provided a good starting point for an adventure. (Do we go after the creature? Who are the rat-men, and why did they want it? Where do the clues we found inside the crate lead? Who killed our employer?) More importantly, even though the various adventures themselves can be considered something of a railroad, they’re invisible railroads. There’s choices involved. Don’t care who killed your employer? Fine. Don’t care about the rat-men? Fine. By providing the opportunity to your players to let them say no to certain avenues in an adventure, and yes to others, you let them take ownership of what’s happening, which I’ve found leads to a better game.
The unused adventure threads never really wind up unused, either. It just means a little reworking to loop one adventure thread back to another. If the players eventually hunt down the creature and capture it, they might find it was a creation of the rat-men, which means that they might be better served pursuing that thread sometime later on in the campaign. If the players investigate the death of their employer, they might find some connection to the clues they found inside the crate, which lead elsewhere to adventure. Or they may find no connections between anything. If they seem to be advancing the adventure just fine on their own, I don’t bother trying to reconnect other adventure threads to what they’re doing. If things are starting to stall, though, that’s when I nudge the older adventure seeds towards them, and things tend to start happening on their own. (“Isn’t that the seal we saw on the crate? You don’t think those things are connected, do you?”)
I also include what I call “tangent points” in adventures like this. These are clues or adventure seeds that are pretty ambiguous – when I throw them out to my players, I often don’t have a clear idea of where they should lead. Instead, I just watch what the players do with them. Sometimes, they go exactly where I think they should go. Other times, they take an idea and go in a direction I never expected … and usually one that’s better than what I had in mind. A module’s only a railroad if the DM lets it constrain the players; if the DM thinks what the players have in mind is way better that what’s written on the pages of the module, follow the players, not the module.
I haven’t had many opportunities to write an adventure for publication that better resembles the ones I write for my friends. (When you write adventures for a line called “Dungeon Crawl Classics”, though, I suppose that’s to be expected.) While I love the dungeon crawl-styled adventures, it’d be cool to try and come up that’s got the layers of complexity – and some of the more subtle nuances – of the investigative-styled adventures I normally run. The closest I’ve come to it so far is a Call of Cthulhu adventure that (hopefully) should be published sometime later this year … but it would be sweet indeed to write a fantasy-themed adventure in that style.
Still, I can’t complain. Not at all. I get to write some adventures that some people seem to like, and at the end of the day, that’s pretty cool.
Have fun at your gaming tables, whether the adventure is simple or complex.
The fun’s the best part.


