Follow the Dungeon Master's Guide principles to build adventures as situations, not fixed plots. Players are co-authors.
An adventure is a situation, not a plot. The situation includes:
The DMG identifies three hook types:
Consider why this party specifically cares, per-character motivations, and what happens if they refuse.
DMG recommends 2-3 investigatable options at once so choices matter. Each thread should:
Every encounter requires:
Mix Exploration, Social, and Combat scene types. Always include fail-forward consequences that move the story forward.
Plan multiple outcomes:
Rewards should be level-appropriate (treasure, magic items, XP/milestone).