In the TTRPG industry, it’s quite common for designers to receive little to no feedback on their work. So here’s my list of the top pitfalls in adventure design:
1. Mystery writing. Foreshadowing, tension, and mystery are great in adventures, but only for players. The GM should have a high-level understanding of everything that will happen in the adventure from the opening summary. There should be no grand reveal later that wasn’t mentioned in the summary.
2. Bottlenecks and gatekeeping. Adventures should never come to a screeching halt because characters failed a roll, didn’t understand a clue, or forgot a key detail. Always have an alternative way to move forward.
3. Impossible puzzles. If you’re going to include puzzles, make sure there is sufficient info to solve them, visual support, and alternative ways past the challenge if the players get stuck.
4. Too many characters. It’s hard for players to remember a lot of characters, especially if they have similar names, appearances, or roles in the adventure. If an NPC is going to be important later, make their name, appearance, speech patterns, mannerisms, and role distinct. The same is true of places, items, and other important details.
5. Unnecessary rolls. If there are no stakes to a roll, eliminate it. Don’t simply place skill checks to give characters something to roll. If there are no consequences to failing it, eliminate it. If there is no time limit, and they can keep trying, eliminate it. If it’s something their characters already know or should know, eliminate it. Rolling is a means to an end, not an end in and of itself. Meaningless rolling dilutes stakes and wastes precious time.
6. Psychic expectations. Don’t expect players to be able to read your mind as a writer. This means that there always need to be clear ways to solve problems and find clues that the characters (not the players) can achieve. The adventure isn’t testing Bob, Danielle, Keisha, and Alan. It’s testing Zanzibario, Grok Axesmasher, Grim the Mage, and Tyronessa the Wily.
7. “Meta” mismatch. Make sure your adventure is clear on expectations for how players explore. If the adventure is going to insist that players say exactly where they are searching, every time they are looking for something, players need to know that. Otherwise, they will get tired of telling the GM every single square, piece of furniture, and tapestry they search. And the one time they don’t mention it, the player will get very frustrated when the trap goes off. Better yet, just don’t expect players to do this at all.
8. Theater of the mind fatigue. Don’t assume players can picture what you’re describing verbally in the manuscript. Most people need visuals of what’s happening. Maps, pictures, diagrams, etc. Without those, play becomes amorphous, and players have a much harder time determining what their characters will do.
9. Relying on memory. Weeks or even months might pass between sessions. And players are busy. They also might be playing in multiple games. They might be tired. Or they might just not have great memories. Don’t make characters fail because their players didn’t remember some random detail. Include reminders, be they helpful NPCs, built-in narrated recaps, or clues. This goes for the GM too! They need hints, recaps, and reminders of who, what, where, when, why, and how.
10. Static locations. Creatures should move around. If they can hear the characters, they should investigate. If they hate other creatures in a nearby area, they might fight those creatures. If the characters don’t investigate, the cultists might finish their evil ritual. It should never be a situation where every location is static until the characters enter that space.
11. Ignoring creativity. There may be a predetermined way (or ways) to solve a problem, but the adventure should allow for players to come up with alternatives. That doesn’t mean allowing them to do things their characters are incapable of, but the challenge should be flexible enough to allow for ingenuity.
12. Railroading. Nothing derails player agency faster than forcing them down the rails of a rigid adventure. Even when you really need them to do a certain thing in a certain order, players need to always feel like their decisions make a difference.
13. Ignoring roleplaying. Include built-in bonuses in the adventure for when players make passionate speeches or describe their actions in an epic way. You might suggest to the GM to give them advantage or lower the difficulty.
14. Lack of variety. While not every character will be highlighted equally in an adventure, it’s important to make sure there are a variety of different kinds of challenges. Even in dungeons, there should be opportunities to make alliances. And even in roleplay-heavy adventures, there should be times to climb a wall or pick a lock.
15. Ignoring consent. If you know your adventure has themes that might be upsetting to certain players, discuss this in the opening of the adventure and at the points where those themes become a concern. Give the GM an easy way to check with players to make sure they are OK with the concern, be it spiders, gore, racism, or something else. Once the book is in the GM’s hands, you have no control over what they do, but you can give them the tools and set the precedent for achieving consent.
16. Overcomplicated layouts. Is it crucial that the cave be shaped like a rhombus with a spiral stairway, multiple mezzanines and catwalks, alcoves for sarcophagi, floating stained-glass windows, tubes connecting sub-rooms, a moat full of acid, and blinking force fields? While interesting layouts are great, if you make it difficult for the GM and players to picture what’s being described, you increase the likelihood their characters will misunderstand the situation or that the players will get stuck in analysis paralysis.
17. Prescriptive descriptions. When describing a scene, never narrate what characters do or how they feel. You don’t know these things and have no right to determine them. It’s fine to describe eerie sounds, but don’t say that the characters are terrified of them. Give the layout of the area, but don’t indicate where the characters move or what they do.
18. Bizarre ecosystems. Dungeons should make sense. Why is there an ogre in one room and then a medusa in the next. Are they roommates? It’s OK if the dungeon is whacky, but there should be some sort of internal logic to it. There should be factions, alliances, chances of enemies fighting each other, things for them to eat, etc.
19. Lack of stakes. Why should the characters go in this dungeon? What’s in it for them? What do they get out of it? Why should they care? What happens if they fail? If you haven’t answered these as the designer, you need to make that your first priority before proceeding.
20. Grind. If your adventure is just a never-ending series of combats, especially really straightforward ones, it’s a problem. The same goes for boring traps, lack of hazards and environmental conditions, lack of breaks or downtime, and lack of roleplaying opportunities. This may be fun for some groups, but most will find adventures like these unfulfilling.
Did I miss any?