With this article the series about how to write an adventure will end. I really hope you enjoyed it. So I will close this series with some final hints.
Flexibility
Important! Flexibility helps the GM and the players. I remember an adventure I once played. The GM had thought it out. It was his first attempt, so he may be excused. We reached a crossroad, paths leading to the north, south and west. We took the paths west, after a hundred metres it ended on the edge of a deep chasm. So we went back and took the north paths. After a few hundred metres the forest became impenetrable. All of a sudden the crossroad has turned into a straight path.
Flexibility is certainly the task of a GM, but you can help him. When the path forks, not only describe what is on the right way, but also add some information of what awaits on the other path. A few lines will help every GM.
Timetables and fixed dates can restrict the flexibility. The advantage however is that the players are under tension and cannot fool around as they would otherwise do. Although there is no definite solution for the conflict between pressure and freedom, I advise you to use instruments of pressure (e.g. timetable, hunts, et c.) as often as possible, to avoid that the
adventure looses its frame, but always keep enough room for the players to leave the path.
Which way again?
The Consequences
Give some details of what has happened after certain actions. It is not necessary to point out that the wives of the ten guardsmen will cry their eyes out after their husbands have been slain by a group of overly enthusiastic strangers with pointed objects. The GM should however be given some ideas of what happened after the adventure and certain key events. If, for example, the PCs have caused a major inflation, because they discovered the long lost dwarven gold mine, this should be exploited. At least it should be mentioned.
Do not create NPCs that stand around like solitary rocks. They do have a background, even if it is not detailed and they belong to a community. Even if it is just the community of bodyguards for evil overlords.
The more you think of consequences the more convincing will be your enviroment.
The End of all
The final scene is what the players will discuss after everything is said and done. They will not hesitate to laugh about it. Remember that. The final battle or final action should be grand. There is nothing worse than an end that is just plain boring. Spend much time on this moment. It should be full of drama, tension and expectation. The end should be believable. Avoid “dei ex machina” and divine interventions. They players should work their butts off to reach it. If your adventure results in a great battle, try to balance it. Here is the only point where the death of PCs is no shame. If your adventure is criminological put the players under tension. The big boss is about to escape and the PCs need to chase him through the whole city in order to grab him.
Playtesting
Playtest the adventure! Often!