Adventure Theory and Resources

Much of the ttrpg space is dedicated to the theory of writing adventures. Regardless of system (time period or setting), many of these resources will help in the creation of Liminal Horror scenarios. This is a non comprehensive list of different blog posts, videos, and other mediums that delves into adventure writing theory.

  • Techniques to write adventures by Luke Gearing. A process for generating and writing adventures, regardless of system or theme.

  • Joseph R. Lewis (the writer behind the amazing Nightmare over Ragged Hollow) has been doing a series of youtube video essays on Writing RPG Adventures. They’re 10-20 minutes long and delve into some great topics such as Lists, Outlines, Writing location text, Factions, Puzzles, Interactivity, etc. They are well worth checking out here: https://www.youtube.com/watch?v=s-CB3Iynt8I&list=PLW3Y9p-0r_NLA-b00wVod0mHrXUgbL4tQ.

  • Designing Dungeons Course: Or, How to Kill a Party in 30 Rooms or Less by Rise Up Comus is a phenomenal series of deiscussion, examples, and exercises that guide the user through designing a dungeon.

  • The Mouth of Mormo: jumbo version by Goblin Punch is an annotated dungeon that includes essays and asides by the prolific Goblin Punch. It is worth reading through as it reveals a lot of the thinking and descion making that went into creating the work.

  • On People-Centered Adventure Design by Amanda P. A

    “Writing adventure modules exercises two disparate skills: writing and design. When I studied design, the central thesis of our work was as follows: “Designers solve problems.” Adventure writing and design is unique because it encompasses narrative and instructive writing, designing interesting problems and providing access but not solutions for the players. Writing adventures requires supporting the agency of characters to explore and problem solve, and of the referee to comprehend and explicate for others. Designers solve problems. Adventure writers design problems. Solve the problem of not having problems.”

  • Writing Rooms In Pairs by Sean McCoy is a strategy for keying rooms to create dynamic and interesting locations.

  • Form and Structure: The DNA of Adventure Modules by Loot the Room takes a critical and analitical lens to how many modules are structured.

  • All Dead Generations: Most Adventures are Bad - An Adventure Writing Process by All Dead Generations goes into adventure design advice on the process for dungeon/location based adventure design.

  • Don’t write Lore, write tables by Copy/Paste Co-Op

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Liminal Horror is developed by Gobin Archives, Josh Domanski, and Zach Hazard Vaupen