Pack Tactics (Adventure Design)
Type of Project: Solo, Academic | Role: Encounter Designer | Genre: Table-top RPG Adventure | Duration: 3 weeks | Year Created: Early 2025 | System: Dungeons & Dragons Roleplaying Game 5th Edition
Project Overview
This project is a homebrew one-shot adventure for Dungeons & Dragons 5th Edition. It is a lighthearted campaign that focuses on easing new players into the game, while focusing on iconic creatures like the kobold, pseudodragon, and later into the book, a dragon.
Inspiration
Kobolds have a beloved place in my heart ever since I learnt about Tucker’s kobolds. While I do not portray them as mercilessly and as frustrating to encounter (let’s not scare new players too much), I wanted to give players a small taste of less-than pleasant creatures that do more than just stand still and hit.
Design Process
ACT 1 & 2
Start in media res rather than at a stereotypical “bar/pub/tavern” to give players a sense of urgency
Give them a low stakes encounter with social interactions so that newer players can ease into the flow of roleplay
Give players choices that start to require checks and rolls
ACT 3
Introduce more characters and mechanics once players are more comfortable
First combat encounter with low difficulty to tutorialize combat mechanics — few monster types so that players have a lower mental load
ACT 4 (Optional)
Optional to allow for flexibility of the session since many one-shots go over time, but optional content allows faster players to continue playing
Major consequences depending on how ACT 3 went to show players that actions have consequences
More combat with higher difficulty to challenge players
ACT 5
Resolution of the adventure, gives players time to wind down to end the day
More worldbuilding elements if players are interested to continue playing
Learning Outcomes
When writing content that will be relayed to second-hand:
information has to be as clear as possible
account for possible misinterpretations or misunderstandings
account for many possible reactions while not being too controlling
When designing a self-contained one-shot:
subtlety is overrated — it is more important to design with the intent of making understanding as easy as possible
railroading is necessary to keep the plot moving — this is not removing player agency, this is giving players direction so that they have agency
additional details about characters and setting are very helpful — they allow the DM to improvise if players stray far away from expected actions.