What Boxed Text Shouldn't Say

March 28, 2019
I've talked before about how boxed text, or read-aloud text, is the most direct way an adventure author speaks to the players. This kind of text is great for setting a scene, relaying critical mission information, or focusing player attention on specific elements. However, there are a several things good boxed text shouldn't include. Here are my rules for what you shouldn't say in your boxed text.

* It shouldn't mention creatures. Your boxed text shouldn't say things like "..and then four orcs rush at you!" The text ought to be useful even if the PCs come back to this room later, or if they lured the orcs out in the first place, if they snuck in while invisible, or any number of other variations. The boxed text should be an area description, not a monster description. One caveat: you can describe creatures that are pretending to be features of the room, such as by stating a room has 8 carved columns when 4 of those are actually stone golems that animate to attack when the PCs get close. That emphasizes that the creatures appear as the room features, which is important for those types of monsters.

* It shouldn't assume entry direction. Even though an adventure author has a really good idea about which way the party is going to enter a room, the description shouldn't assume any particular entry direction. Phrases like "the stairs descend before you to a wide hall with four stone doors leading out of it" are bad. What happens if the party came around and entered the room for the first time through one of those stone doors? Sure, maybe those doors are hard to get to without passing through the hall, but in a game where people can teleport or walk through walls, that's not an impossibility. Furthermore, your description should still be useful if a player casts a spell like clairvoyance that lets them look into a room without actually physically entering it from any direction at all.

* It shouldn't assume the players' light levels. Exterior encounters shouldn't assume that it's day or night; adventurers are active around the clock, and sometimes at some pretty weird hours. You can bend this a bit if reasonable circumstance demands it (such as if the party meets a noble for breakfast and is jumped by assassins right as they leave the noble's manor afterwards; sure, it's definitely daytime then). But some groups may travel late, push through the night, or get up early, especially if they feel time pressure. So your exterior encounters probably shouldn't assume day or night light levels. But even interior room descriptions should avoid this. Phrases like "the coins glitter in the reflection of your light," or "your light extends only partway across the cavern," assume a lot about the size of the players' light sources, and that they even have them at all. What if the players cast their most powerful, long-range light spells just beforehand? Or what if it's a party of dwarves and half-orcs who can all see in the dark and don't use light at all? Avoid assuming any light sources that aren't present in the room. If you really want to describe glittering treasure, put a flickering torch in the room to provide the light for it instead. 

* It shouldn't include the word "you." One word to make sure you never (or almost never) use in boxed text is the word "you." You shouldn't say thinks like "the bridge stretches across the chasm before you," but instead just "the bridge stretches across the chasm." "High above you" should just be "high above," or reworded entirely. The only place where "you" is acceptable is in boxed text that includes dialogue, like this: "The pirate king squints blearily and mutters, 'You don't look like the right kinda people for me job. Aren't you just landlubbers?'"

* It shouldn't assume character actions. Avoid text that assumes a character is opening a chest, just barely peeking over an obstacle, or similar. The players have exceptionally broad choice in what their characters do; that's why they're playing an RPG, after all. Narrowing those choices through textual assumptions isn't helpful. Perhaps they summoned a monster to open the chest, or they just decided to climb over the obstacle without looking first.  

* In short, it's short. I've just given you a lot of stuff you shouldn't include in boxed text. Once you've taken all that out of what you wanted to write, you'll barely have any text left at all--just a neutral description of the area. Correct! And that's the kind of boxed text you should aim for. Remember, boxed text isn't the encounter; it's how the encounter begins. It merely sets the stage for all the awesome stuff to happen with creatures and traps and glittering treasure and all that excitement.
 

 

Game in a Game

March 27, 2019
Lots of adventures include subsystems. By "subsystem," I mean any kind of rules system that stands outside the core rules of the game and is useful for (and perhaps specific to) a particular adventure or campaign. One of the most well-known is Paizo's Kingmaker adventure path, which uses a complicated set of kingdom-building rules so the players can grow their empire as their characters advance in levels. But a subsystem can be simple and add a lot to your adventure. Here are 3 straightforwar...

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Common Words in Uncommon Settings

March 22, 2019
RPG settings are truly fantastical, with incredible terrain and inhuman opponents. As a result, the language we use in our everyday world requires careful consideration in RPG writing. Be aware of the following points, which I see from time to time and occasionally make myself:

Killing the Dead. You can't kill dead things, or even undead things. Undead don't fight "until slain" or "until killed"; they fight "until destroyed" or similar. The same goes for constructs, robots, or similar. Wheneve...

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ABM (Always Be Monologuing)

March 19, 2019
An important aspect of RPGs is their collaborative storytelling nature. The players are a key part of the storytelling, and if they don't get the story, that's a recipe for disappointment and missed opportunity. As a result, it's important to put as much information in the hands of the players as possible, particularly information about motivations and plans of the villains they face.

What's a good mechanism to communicate a villain's motives and thoughts? The monologue! Sometimes derided, the...
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Villains Do Villainous Things

March 14, 2019
Let's start with two quick lists: the first provides good traits to give a villain when you want to show they're villainous. The other list provides bad traits to give a villain when you want to show they're villainous. 

Good traits to show someone is a villain:
Cruelty or abusiveness
Hypocrisy
Sadism
Greed
Casual or wanton destructiveness
Corrupted motives 
Vengefulness

Bad traits to show someone is a villain:
Ugliness or disfigurement (especially facial disfigurement)
Exceptionally overweight or drama...

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Presenting Encounters

March 12, 2019
I've been thinking a lot recently about how to present encounters. Pathfinder and D&D do this very differently; here are a few examples showing what I mean.

* The Pathfinder Method: Makes encounters very long in column-length; different sections and effects are set apart; aims to be comprehensive.

D2. Goblin Prison
The goblins keep the rare prisoners they capture in the five wooden cages in the back of this room. They aren't particularly skilled at locksmithing, and have simply attached stolen d...
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Free Adventure: Against the Evil Keep!

March 7, 2019

Here’s an adventure! 

While the heroes are traveling through a narrow valley, they spot an evil keep. The massive fortress of dark stone is 35 feet across and nearly 50 feet tall. Flags hanging from iron spikes depict flames, gruesome beheadings, and other wickedness. Two massive iron ballistae are mounted atop the keep’s tall towers. 

Creature: If the heroes approach, the evil keep attacks!

The Evil Keep      CR 19

XP 204,800
Advanced fiendish mimic
NE Colossal aberration (shapechanger)
Init +3...


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The Secret Language of Character Descriptions

March 5, 2019
Adventure authors don't speak to players directly; the communications are filtered by the GM at the table. There are some obvious exceptions to this, such as boxed text meant to be read aloud to set a scene, but there are some secret ways an author can communicate tactics to savvy players. It's sort of like a hidden language. Much of it rests in how the adventure describes the enemies the players face.

An enemy's appearance doesn't just convey the likely threat (and armored hulk with a huge sw...
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Elbow Room

February 28, 2019
Here's a short piece of advice that's good to keep in mind: monsters need room to move. Even novice adventure writers know that you can't fit 12 orcs into a 10 foot-by-10 foot room. But with a dizzying array of monsters, most of which are presented with only a single standalone image in a bestiary or monster manual, it's easy to overlook how BIG many monsters are. A purple worm may seem like a good underground threat, but it's so big it can't fit in many tight subterranean tunnels and really ...
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How Long is Your Adventure?

February 26, 2019
My brother wrote a book. It's here, and it's really good. But this blog post isn't about shilling my brother's book; it's about being intentional about adventure length. When Robert was writing his book, he started with the seed of his story, but then he took a hard look at how long he wanted to take to tell the story. Final page count was something he had his eye on early in his process, and that struck me as similar to RPG adventure writing.

That's not to say you should focus on page count s...
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Strange Weather We're Having

February 25, 2019
You might have heard that we in the Pacific Northwest have been buried under a surprising amount of snow. That got me thinking about how most RPG adventures assume good weather (or at least no weather of note), but the reality is we sometimes experience downright bad weather. That's something to keep in mind during your adventures, whether you're running them or writing them. From a narrative perspective, weather can often help set the mood.

Now, most games have some weather-related rules in t...
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Horseshoe Calamity Reviewed!

February 22, 2019
My adventure for Legendary Games, The Horseshoe Calamity, just received a four-star review from epic reviewer Endzeitgeist. Check it out right here.
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Words to Kill

February 1, 2019
Let's talk about words to avoid in your game writing (and, as a bonus near the end, what not to kill). These words and phrases generally produce weaker writing, so doing a find-and-replace for them prior to turning in a project makes the whole thing stronger. It also cuts a surprising number of words, if you find yourself over wordcount.

Will. This is the big one! RPGs should be written in the present tense, not the future tense. You don't say "The ogre will smash the first PC to walk into her...

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Your Best Resources

January 20, 2019

(Side Note: My hosting site was down for a bit, but is back up! Yay for more blogs!)

No author writes an RPG adventure or supplement in a vacuum. Resources are key to creating good, compelling adventures, and here are some of the most important on-line resources I use.

On-Line Rules. It’s nice to have the physical copy of the rules you’re writing for at hand, but nothing beats a searchable version of the rules—something like Archives of Nethys, or even .pdfs of the rulebooks. This is ex...


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Roll for Initiative!

January 4, 2019

I’m afraid I once deterred my younger brother from playing D&D by explaining it as “a game about doing math and waiting your turn.” But I’m not wrong. Taking turns is important in most RPGs, particularly in combat, and there are as many methods of doing so as there are RPGs. Here are some common ones, and a few observations about each.

Roll Once, Set an Order. D&D, Starfinder, and Pathfinder all work like this. Everyone has an initiative modifier. At the start of a fight, every parti...


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Let's Recap

January 3, 2019

Several blogs spend the first post of the new year recapping the previous year. That’s not the kind of recap that I’m talking about here. I’m talking about adventure recaps!

I like talking to players about the campaigns they’re in. Hearing things from the player perspective helps me see how an adventure is communicated to the ultimate recipient. I’ve had two different friends, in two different games, recently tell me that they have a lot of fun playing the games they're in, but the...


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Replaying Adventures

December 19, 2018
I've seen the movie O Brother, Where Art Thou? more times than I can count. I've rewatched the first season of The Good Place three times in the past six months. I played through each of Mass Effect and Knights of the Old Republic at least twice. I know plenty of people who can recite huge sections of Star Wars by heart, or entire comedians' monologues--because they've seen them so often.

But RPGs are a different matter. Once you've played through an adventure, you've learned its secrets and s...
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Perfecting Your Angle

December 17, 2018
I have an image blog post today: how to draw angled walls for your dungeons. There's a common way that poses some problems, and a better way that makes a lot of things more clear. The images show this, but the key is this: draw angled walls from the midpoints of squares, not the corners



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Illusions of Choice

December 12, 2018
There's a bit of misdirection involved in all RPGs. The core misdirection is that the PCs need to feel that they might not win each confrontation, but end up winning nearly all of them. Success shouldn't be automatic, of course, but it should feel a lot more unlikely than it actually is. This misdirection falls on the GM a lot of the time (for example, to play up how fierce an ogre is when the PCs can easily defeat it, by the numbers) and the game system a lot of the time (to provide, for exa...
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How to Build a Sandbox

December 10, 2018
Players really like sandbox adventures. The term "sandbox adventure" implies an adventure (or even campaign) in which the characters are free to go wherever they'd like, and address adventure elements in whatever order they choose. There's a real sense of player agency there, and that's one of the reasons they're so popular. They also seem more realistic, as the players know there's something going on all over, and not just waiting for their interaction, just like in the real world.

Yet buildi...
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Adventures as Skeletons and Zombies

December 4, 2018
I've had a general frame of mind when writing that I used when writing papers in graduate school, when writing memos as a lawyer, and in writing adventures. It's a fairly simple way of viewing a writing project, and I wanted to speak about it in reference to adventure writing.

Your adventure is a skeleton, or it's a zombie.

A skeleton has a solid, visible frame. You start with an outline, and the outline is detailed enough to hang all the "meat" on: you know what encounters are going to happen ...
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Frosty the Graveknight

December 3, 2018
At the suggestion of a friend of mine, who pointed me toward a discussion about Frosty the Snowman being a lich, I've worked up some stats as well. But I don't think this beloved children's character is a lich. No, I think he's a graveknight. His hat isn't a phylactery, but durable armor into which his immortal essence is infused. As he plainly has the ability to compel children and cops alike, I'm assuming he's also a bard. What is this nefarious creature's end goal? Eternal survival, no dou...
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Building Monsters from Both Directions

November 29, 2018

I’ve been designing a lot of monsters in the past year, and I’ve noticed that I tend to do so from one of two directions regarding the art: either my text comes before ordering the art, or my text comes after the art exists. Both directions warrant some careful consideration to make sure the creature’s powers align with its image. A GM often shows a picture of the monster to the players (“you see…THIS awful thing!”), but the players also get a sense of the monster ...


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Monsters Should Know Their Neighbors

November 27, 2018

A classic, old-school dungeon is a series of connected rooms, each containing traps or monsters. This is fun, but modern RPG players expect more verisimilitude from dungeon inhabitants. If there’s an ogre in one room and a roper in the next, a lot of questions naturally arise: do they know about each other? Do they get along? Will one come running if the other cries out for help when outmatched by intrepid adventurers?

In any dungeon you design (and I use the term “dungeo...


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I Found a Secret Monster!

November 26, 2018
Here's a short update about a neat thing I just discovered. The Pathfinder RPG Bestiary has several monsters with variants listed. The stone giant, for example, has stone giant elders that are a bit more powerful and lead their people. Wights have brute wights (ones made from giants), cairn wights (powerful wights that guard crypts), and so on. These variants are called out with their own headers or boldface entries. They're also listed in a table at the back of the Bestiary for ease of refer...
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Rule of Three Clues

November 21, 2018
There's a very good piece of adventure design advice that goes like this: you must leave at least 3 clues for something you want the PCs to do. As they could miss one, or even two, of these clues, you need to have enough there to point the PCs in the right direction. I wanted to talk about why this rule works, and give some advice about putting it in action.

As an initial matter, this rule isn't about getting the PCs from one room of a dungeon to the next room of a dungeon. They'll just walk t...
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Spells to Cause Fights

November 20, 2018
I was kicking around some ideas for new Starfinder spells with my friend Conor last night. We were reworking many of them to either dial up the space-fantasy theme or to work around the rough edges of some rules. He'd suggested one spell that would deal damage in an area based on the number of electronics in that area--you'd just count the squares in the area with electronics, and more electronics-filled squares meant more damage dealt by the spell. I spotted a problem with this: there's an i...
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Tying Forward and Back

November 14, 2018
I've got the great privilege to be developing the Tyrant's Grasp Adventure Path here at Paizo. Although I know quite well where the entire 6-part arc is going, I'm currently just over halfway through the development. I've done enough now to categorize in my mind the connections I'm working hard to make across all the adventures. They make good points for any adventure author to keep in mind, whether writing a simple 5-room dungeon or an entire campaign. I call them seeds, callbacks, and theme...
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Never the Ideal Party

November 13, 2018
Many adventure authors assume that players are going to have the key bases covered: a tank-y fighter type, a nimble rogue type with a lot of skills, a healer, and a blasting spellcaster. These follow from the core classes of fighter, rogue, cleric, and wizard, but there are many combinations that make up a balanced group like this (and some classes, like an oracle, can do nearly any of them depending on specializations). 

This leads into a few suppositions that adventure authors make: that PCs...
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Be the Beasts!

November 9, 2018
"Hey, is it true that in the upcoming adventure A Bad Day for Trolls, everyone plays trolls?"

"Indeed! You're all monsters! Grawr!"

"Can I see one?"

"Sure! Here's Maggrak Bigmaw!"
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About Me


I'm Ron Lundeen, game designer for Wizards of the Coast. Before that, I worked as a development manager for Paizo, Inc. and as an RPG freelancer. I've recently had products in print for Paizo, Wizards of the Coast, Petersen Games, and Ulisses Spiele. My opinions here are my own and do not reflect those of Wizards of the Coast.

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