A great adventure involves the party with more than exciting combat and exploration of strange and mysterious locales interaction is a crucial tool to create immersion. Symmetric designs will have a tendency to look artificial, so use asymmetric elements where possible.Īdventure in D&D is often described as the Three Pillars of Combat, Exploration and Interaction. Avoid using any default layouts in your original design. The preset 'room' tiles are usually too large to be used for single rooms. Try to create original room designs with all the Blocker, Partition and Barrier options.
Prepare the story you have for your adventure, no matter how simple or complex it is. Use this document to record things you will refer to repeatedly, such as Index numbers for Exits and Entrances, or for packs of monsters. This should not be required anymore, and the description can be used to inform and entice players.Ĭreate a reference document to refer to during your creation and testing of an individual module.
Prior to the release of the Campaign Creator most modules were published with lengthy advice on how to download and play. The title and description you enter will be used automatically if you publish on Steam, as well as being visible when a player loads your campaign in New Adventure. You can create and edit maps in either the Campaign or Locations context while you are working on your adventure, but custom assets must be created within your Campaign Creator. The resulting campaign is available as a single Workshop item, removing the previous requirement for players to manually select all required maps, or use the Collections feature. Creators combine multiple maps into a single adventure, and can add custom items and monsters. 7.4 Planning Encounters | Enemy CompositionĬampaigns are the latest way to play adventures in Solasta.
6.3 Editing Campaign JSON to Copy a Room.