top of page
Writer's pictureDungeonMasterGaz

Creating The First Adventure

Updated: Feb 7


Adventurers embark on their first exciting adventure

I think an RPG campaign’s first adventure should set the campaign's tone and introduce it's primary conflicts. It should bring the party together, allowing them to begin individually and then force them to work together.


You can create the first adventure of your campaign in many ways, but I think the best is with a fight. A fight just gets the dice rolling, everyone into character, and teaches many rules to new players. Plus: a fight doesn’t have to be a combat! Obviously, combat is quick and easy to set up and play, but if you want to start with a different kind of fight: Roll on the table below and try to interpret the result in a way that allows the players to resolve the scenario without drawing their weapons. Thinking of how the players could contribute to a situation’s resolution by other means takes a bit of time and imagination, but it's definitely worth the extra effort. After all, not everyone will be a combat-oriented character!


Choose or Roll 1D6

  1. Tavern Under Attack: The town or tavern the heroes are independently staying at comes under attack from a rampaging horde. Why is each character staying at this Inn? Who’s the owner? Do the heroes know anyone at the Inn? They could fight, escape, help people get away, or any combination.

  2. Ambush!: The heroes are passengers or guards on the same caravan when it’s attacked by bandits. Where is the caravan going to or from? What is it carrying? Who owns it? They could fight, negotiate, or try to escape in a chase. Their choice.

  3. Prisoners: The PCs have been captured, kidnapped, or imprisoned as part of a villain’s evil scheme. They must fight for their lives to escape. Who is the villain? What kind of prison must the heroes escape from? Who are the guards? Can they fight their way out, or do they need to use stealth, deception, or charm?

  4. For The Cause: Everyone is a member of the same secret, influential, military, or private organisation that is suddenly attacked by a rival. What does the organisation do? Who are its rivals? What has provoked the attack? There will be fights going on; perhaps the leader or a revered artefact needs protection? Capturing and interrogating an attacker could prove useful.

  5. Death and Diplomacy: The PCs are representatives at an event. When the host is assassinated, they’re blamed and must fight to prove their innocence. Who really assassinated the host? What evidence might the heroes find? Do any of the heroes have sympathy for the assassin? Can they talk their way out of it, Use magic to escape, or will they face their accusers?

  6. Deus Ex Machina: A supernatural force whisks each individual away from the comfort of their mundane life to face a mystical or otherworldly threat. What is the supernatural force? What is its purpose for the heroes? What is the terrible threat they face?


I’d recommend creating the meeting, encounter, or adventure yourself. Put that little bit of effort into making it exciting and personal to your players, introducing some of the elements of the upcoming campaign.


Maybe add (choose or roll 1d6):

  1. A detail of a character’s back story: If any of your players have given you a backstory for their character, have a read through and pick out a cool or interesting idea they came up with. Tie it in as a connection to the setting and make it important.

  2. An NPC friend or family member: NPC’s are great to have right off the bat. They’re the DM’s voice of guidance, helping the new players learn more about the world they’re beginning to experience.

  3. A clue to an evil plot: Foreshadow your overarching plot with a clue to its existence or purpose

  4. A monster unique to your setting: Let the PC’s know what they’re going to be facing, and make it challenging (if not unbeatable!)

  5. A valuable piece of knowledge about the setting: Knowledge about where the character’s can go for help is a great one! A library where the secrets of the evil cult are recorded; the location of the wise-woman’s hut in the forbidden forest; the stronghold of the Dragon Slayers Guild. You get the idea.

  6. An item (or person) of importance to the campaign: If only Bilbo knew what he had found in the goblin tunnels!


Most of all, have fun and let your imagination go wild!


DMG


15 views0 comments

Comments


bottom of page