Okay, first things first: if you haven't yet watched this, you should. In addition to being rather interesting in its own right, it's rather fundamental to what I'm about to talk about.
In addition to being rather fascinating in its own right, the video highlights something rather damning: it points out rather clearly just why it is that almost every WotC (and, indeed, Paizo) published adventure is rubbish.
See, each of the nodes on the graph represents a point where something happens. In most cases, this is simply a choice (the hero comes to a crossroads, and can go N, S, E, or W). In some others, it's an encounter with monsters (and the hero either dies, or progresses to another 'success' node). And there are a few dead ends (some literally). The entire adventure can be mapped out as an interconnected sequence of nodes. And, of course, the Fighting Fantasy gamebooks invariably had 400 nodes.
Most published adventures have far, far fewer.
But it's worse even than that, because where the Warlock graph has several sections that are very thick in connections between nodes, most WotC adventures have far fewer connections. In fact, most nodes have exactly two connections - you come from the encounter before this one, and then you proceed on to the encounter following this one. There are very few paths through, and very few choices to make. I just hope the individual encounters are fun, because otherwise there's just nothing.
(And, yes, even the 'good' adventures turn out not to be very heavy in separate paths. Indeed, quite often they look like they have plenty of choices... until you dig in and find that your choice isn't A, or B, or C, but rather which to do first. Basically, you're given three segments of straight track, that when put together are just the right length, and are allowed to build your own railroad.)
It's probably worth noting that some of this sparsity is mitigated by the presence of a human DM and by the open-ended nature of the game. It's entirely possible that the PCs will forge their own links, visit other locales, or otherwise expand the adventure graph. Still, that only goes so far - and when your adventure is just a chain, it's really not a good sign.
Of course, I've talked about this at some length before. However, today I'm hoping to actually dig into ways to make things a bit better.
So, you're designing an adventure...
In that case, the first thing to do is to get yourself a big, blank piece of paper. (A software equivalent is of course an option, provided you find it easy to draw and erase in that medium. Myself, I was rather glad last night when I discovered a sketchpad that I'd forgotten I had.)
And now, you're going to draw out your adventure in node form.
So, start with a node representing the PCs in a 'rest' state. Basically, this is them down the pub, when suddenly the mysterious stranger approaches them with an Heroic Quest (TM) for them to complete!!!
You may well also want to put down a node representing the successful end of the adventure. Basically, this is the PCs back down the pub, but this time with a bundle of poor loot that they've managed to accrue. Huzzah!
And then, between the start and the finish, you want to lay down lots of intermediate nodes, and the junctions between them.
Now, at this stage I would be inclined to break the adventure down into subsections before proceeding, just to make it manageable. This works best if the adventure explicitly has discrete parts to it - the party have to cross the desert before they get to the dungeon, or whatever.
In this case, before drawing up any other nodes, I would insert these breakpoints, represented as pairs of nodes. One of these represents the 'end' of the first section, while the other represents the 'start' of the second section. And, crucially, these nodes serve as a bridge (or chokepoint) even in the adventure - the only way to get from the desert to the dungeon is via that connection.
Once the subsections are defined (or not, if you're not using them), just throw down an appropriate number of nodes between the various fixed points. The number of nodes to use will depend on just how intricate you want your adventure to be. Beyond that, it's difficult to say. Not all nodes are created equal, so there's no good rule for how many you need to prepare. (My guess would be anywhere between 20 and 40 nodes per experience level that you want to cover would make for a good rule of thumb. Oh, and incidentally, those level-up points make ideal places to put your 'bridge' nodes.)
Be aware that each node is a marker that there's something noteworthy there, while the connections between nodes are "nothing to see here". So if your dungeon has a corridor between two rooms, and there's a trap in the corridor, then the trap itself constitutes a node. But I'll get back to that.
Anyway, having thrown down a bunch of nodes, start drawing connections between them, represented as simple, straight lines between the two points. (Gosh, bet you hadn't thought of that!)
Some things to bear in mind when placing nodes:
- Every node should be connected to at least one other. If not, this indicates that it can't be reached... and what's the point in that?
- Most nodes should be connected to three or four other nodes. A single connection indicates that the node is a dead-end, which isn't awful but should be used sparingly (since your options are "go back" or "wait a while and then choose again"). Two connections likewise doesn't actually give much choice - you deal with the encounter and then move on. Two connections is better than one... but too many two-connections most likely means a railroad is being formed. More than four connections likely means the map is too complex. That doesn't mean don't have them, but use them sparingly.
- More connections will make for a more complex adventure, certainly in terms of preparation. It may or may not make for a better play experience - my expectation is that the quality of the experience will increase with the number of connections... to a point, after which it makes little difference.
- At this point, we haven't even started to consider what the nodes represent. I'll come back to that...
- In general, connections between nodes should be two-way. After all, you can always go back. But for added fun, there's no reason you can't have one-way links. Indeed, Gygax himself was allegedly quite fond of the 'chute' that took hapless characters deeper into the dungeon, with no obvious way back to safety!
- Remember that a secret door is still a connection between nodes! You may or may not want to mark it as being secret on your node diagram.
- Try not to build symmetry into your network. It looks pretty, but can actually make for a rather dull adventure.
So, you draw up this great network of nodes. And it's good - now you know how the PCs are going to make their way through your adventure.
They key now is to translate your web into something you can actually use, by hanging some context onto the thing. So you need to decide what each node means, what the connections mean, and basically lick it into shape.
Now, the most obvious interpretation of your map of nodes is as a map of the adventure locations. Those 20 nodes that represent the desert trek are just locations in the desert - the scorpion-man camp, the oasis, the temple of Arach-naga, and so on. Or they're rooms in your dungeon (barring the occasional node that is actually a trap in a corridor!).
However, there's no reason it has to be like that. See, as mentioned above, a node is just a marker that there's something noteworthy going on.
So, this method applies equally to an investigation as it does to a dungeon. If I'm tracking down a murderer, I can choose to go investigate the crime-scene, or I can interview the surviving witness, or I can hit up my contacts for information... that's three nodes right there.
(But one word of warning about this: urban adventures can be very open-ended, with a multitude of connections and locations. I recommend therefore only showing those nodes that are actually relevant to the adventure at hand. With regard to the connections, it's worth considering having a master 'decision' node or two, connected to lots of sub-nodes. This is where a pencil and eraser comes in very handy! Everything else remains a valid choice for the PCs... but those are essentially 'virtual' dead-end nodes that you can improvise in play.)
Now, the key question that you might be asking at this point is: why draw up the network of nodes before considering the context of the adventure? Isn't that backwards?
Well, yes it is. But there's a key advantage to defining the network first: reuse. Drawing up a map of several hundred nodes is a lot of work, and it's likely that much of the network will never be seen by players. However, that doesn't mean the work is wasted. The node-diagram for the Dwarven Kingdom can just be repurposed as the Evil Lair. And, what's more, this can be done even if the PC's did explore the Dwarven Kingdom, provided the actual maps of the two locations weren't just round rooms connected with straight lines!
(What would be even better would be an adventure-builder tool to automate the process. Which works a charm with node diagrams, but might not be so good with 'real' maps.)
Some Other Notations
Once the shell of the node diagram is done, you may want to consider adding some annotations. I recommend marking both the start and end nodes in distinct colours, so you can find them easily, and where there are bridges between segments it's also worth marking the connection between the two distinctly.
However, I would also recommend marking the threats in the adventure. Here, I recommend three distinct markings:
- Normal encounters. Whether it's an out-and-out fight against level-appropriate (or close to it) opponents, or a trap that does some damage, or whatever, this is just a challenge for the party, but not an ultra-lethal one. I recommend marking these in red.
- Overwhelming encounters. These are the same as above, except that much more extreme. This represents a fight against a much higher-level opponent (such as the infamous Roper in "Forge of Fury"), or a save-or-die trap, or whatever. In general, these should represent no more than about 5% of the total number of encounters. Additionally, they should never (or almost never) appear on any required path in the adventure - the PCs should haver an option to go around, or the monster should guard a hidden treasure vault, or whatever. The key exception to this is for the BBEG of the adventure, who can of course be an overwhelming challenge and be a required encounter. Eventually, you have to face Vader again. I recommend marking these nodes in black.
- Outright death. These are really controversial nodes, and liable to start a fight if used incorrectly, but I believe that they are fair game. This is the node that, if entered, kills a character. It's the dimensional prison with no exit, or the sphere of annihilation you walk into. Obviously, a node like this has to appear at a dead-end in the node diagram, since you can't proceed from this point (although, in theory, you could have multiple entrances...). These nodes must be avoidable. Furthermore, you need to make sure you put adequate warning about the outright death somewhere else in the adventure, so the PCs have the opportunity not to blunder in. Finally, these nodes are a subset of the 5% recommended for "overwhelming encounters" - you might even have only one or two such nodes in the entire campaign. I recommend marking these nodes in some suitably bold and obvious manner.
There's obviously a fair amount of work in drawing out a node diagram, and a lot more work in then turning that into a 'real' adventure. However, I suspect there's considerably less work in doing it that way than in trying to build the same adventure while starting with the map. And I also suspect that this will lead to a more satisfying adventure than simply throwing together a chain of encounters... especially if those encounters are equally good in both cases.
But I might be wrong, of course!