Design Notes 001 – The Starter Set
Although the first “cycle” I am focusing on uses a different adventure, this whole idea began with the Starter Set. I’ve experimented with Adventure Design, creating my own encounters and adventures for a small group. I love it. It is exhausting… but I love. I want to get better at it. Seriously better…
Many have mentioned how the WoTC Starter Set and Lost Mine of Phandelver is really just a great adventure. Well designed, well written, enjoyed by DM and PCs alike. Plus the whole thing was on sale for like $12 so it seemed the Starter Set was, infact, the most reasonable place to start.
Background LocationHaving played Neverwinter Nights almost as many hours as I played Skyrim… the location for LMoP was perfect – felt almost like home. This may not always be important… but I think it helps when the players have spent some time in the campaign setting. Personally, I’ve spent a lot of time in Tamriel (Morrowind, Oblivion, Skyrim, ESO) – lots and lots of time. If the players I am DMing for had also spent time in that world, we would be adventuring there for certain. They truth is, many people feel very at home in Faerun. Dozens of video games, hundreds of books. Most of the 5e official publications, all make the Sword Coast an ideal background location to explore. While there must be opportunity to discover, having recognizable landmarks such as Baldurs Gate and Waterdeep really help with immersion.
Background LoreThe events of 500 years ago almost make me want to travel back in time and experience them. Maybe we will… I have found that time travel is fairly acceptable in a land of magic. That is actually one of the challenges with using the Forgotten Realms as a campaign setting… there is so much history and so much lore… mountains cannot contain what is known… and that makes the DM and adventure designer feel obligated to know it. I probably waste too much time reading the FR wiki… but I get sucked in. It just feels important to know more about those orcs who raided Phandalin 500 years ago. And who were the wizards that fought them off, and whose bones now make the dust on the paving stones of Wave Echo Cave? Players probably don’t need all of this. In fact, the amount provided in the adventure is probaby perfect. But as I consider how to tell the story – the lore looms large in my thoughts. Perhaps it is just a phase, a bad habit to get over. It certainly slows me down.
Many have mentioned how the WoTC Starter Set and Lost Mine of Phandelver is really just a great adventure. Well designed, well written, enjoyed by DM and PCs alike. Plus the whole thing was on sale for like $12 so it seemed the Starter Set was, infact, the most reasonable place to start.
Background LocationHaving played Neverwinter Nights almost as many hours as I played Skyrim… the location for LMoP was perfect – felt almost like home. This may not always be important… but I think it helps when the players have spent some time in the campaign setting. Personally, I’ve spent a lot of time in Tamriel (Morrowind, Oblivion, Skyrim, ESO) – lots and lots of time. If the players I am DMing for had also spent time in that world, we would be adventuring there for certain. They truth is, many people feel very at home in Faerun. Dozens of video games, hundreds of books. Most of the 5e official publications, all make the Sword Coast an ideal background location to explore. While there must be opportunity to discover, having recognizable landmarks such as Baldurs Gate and Waterdeep really help with immersion.
Background LoreThe events of 500 years ago almost make me want to travel back in time and experience them. Maybe we will… I have found that time travel is fairly acceptable in a land of magic. That is actually one of the challenges with using the Forgotten Realms as a campaign setting… there is so much history and so much lore… mountains cannot contain what is known… and that makes the DM and adventure designer feel obligated to know it. I probably waste too much time reading the FR wiki… but I get sucked in. It just feels important to know more about those orcs who raided Phandalin 500 years ago. And who were the wizards that fought them off, and whose bones now make the dust on the paving stones of Wave Echo Cave? Players probably don’t need all of this. In fact, the amount provided in the adventure is probaby perfect. But as I consider how to tell the story – the lore looms large in my thoughts. Perhaps it is just a phase, a bad habit to get over. It certainly slows me down.
I ended up seriously tweaking the adventure hook for Deynn, Roonoo and the Roven’ris sisters.