Want to create adventures your players will love?
You can learn to write good adventures and The Adventure Creation Handbook will show you how. Maybe you’re searching for an original idea. Or maybe you’ve just looking for a way to take that exciting climatic battle you see in your head and put it into a form your players will enjoy. Wherever you are in the adventure creation process, this book will guide you step-by-step through the process of creating an adventure for any genre, any game system.
Read a review of The Adventure Creation Handbook.
Overcome creativity blocks and dry spells. The Adventure Creation Handbook describes several methods of coming up with adventure ideas your players and you will enjoy.
Customize plots for your group and your game. By using your players and their wants as a starting point, this method allows you make adventures your players will want to play.
Integrate adventures into your campaign. This method integrates the adventures into your game system and campaign world from the very beginning. No trying to shoe-horn or retrofit ideas that don’t really fit.
“GMs, if you want a recipe for creating great adventures, the Adventure Creation Handbook is for you. Cherie lays it all out for you in great detail, and leads you by the hand through all the steps needed to wow your players with awesome stories. I love this GM advice book and can’t wait for the next in the series.”
Johnn Four
http://www.roleplayingtips.com
http://www.campaignmastery.com
http://gamer-lifestyle.com
The Adventure Creation Handbook is a 48 page PDF designed to be printed on American standard letter-sized paper.
What’s included:
- A step-by-step method for creation adventures that covers:
- Generating an idea that will interest both you and your players
- Translating that idea into a series of events by asking and answering questions
- Putting the events in a meaningful order that’s flexible enough to take player whim into account
- Developing incentives to entice your players to go on the adventure
- Getting it all down on paper (or in the computer) so you don’t forget anything important
- Suggestions for running your newly written adventure
- A worksheet to help you put your ideas in order
- A checklist so you don’t miss any steps
View a sample chapter.
“…I have to say it’s not only a gorgeous book with great use of layout and black and white images, but it’s the perfect size to get folks started creating better adventures.” Fitz Game Knight Reviews
Bonuses
In addition, when you purchase The Adventure Creation Handbook, you receive these free bonuses:
- Life time updates. You’ll receive a free copy of this book every time it’s updated or revised. No need to go searching for errata or buying the next version, just to have up-to-date information.
- An example of adventure creation using this method, illustrating each step.
- A booklet of GMing tips from my blog Evil Machinations.
- 90-day unconditional money-back guarantee. No questions asked.
Price: $7



Hey guys this sounds great, just a couple of questions though:
1) Is this a PDF? If so how big is the file? You don’t mention PDF anywhere in the text above.
2) How many pages is it?
3) What size is the booklet A4 or US Letter?
Some more info would be appreciated.
Reebo
Hi Reebo,
1) Yes, it is a PDF. It’s funny. Neither I, nor any of my proof readers or affiliates caught that PDF wasn’t mentioned anywhere. I’ll have to fix it. Thanks for pointing it out.
2) It’s 48 pages. That includes the 10 pages of worksheets in the back.
3) It’s US Letter Size. But I’ll see what I can do about making an A4 booklet available. Can’t promise it’ll be ready immediately — I have to see what I can do with my shopping cart to make two different version available for the same prince.
I recently purchased the Adventure Creation Handbook. After reading the handbook, I can confidently say it is the best valued RPG product I have purchased. Imagine a painter had a room full of paints, brushes, easels, and the like. The painter stands back, looks at the mess, and says “now what”. That was how I felt before I read the handbook. I had used many of the techniques Jade describes, but in a shotgun approach as opposed by a structured approach. The handbook really helped me structure the process I use when getting ready for game night.
My computer had a problem downloading the handbook but Jade replied to my emails the same day and helped resolve the issue.
This is a great product! The price point does not come close to matching the value!
The ACH is not only great for role-playing, it’s also an excellent resource for writers who need help with plots.
I want to give a huge thanks to everyone who’s taken the time to comment here and to email mail me. I’ve been wonderfully overwhelmed the amount of positive feedback I’ve received about this book. Thank you, all
I purchased the Adventure Creation Handbook and I must say I am very pleased with it. Jade managed to gather many good tips and techniques from different fields into one place, but what sets it appart from other GM help guides is that the tips are organised into a fully developped process. Following that process, I am confident that I can go from “what the heck am I gonna do with tonight’s sessions?” to a fully-prepared adventure that won’t feel too restrictive nor lacking any structure. Giving me that impression after one reading is a feat in itself and I can’t wait to actually put it into practice.
I do have one small gripe about the book: even though it feels like some attention was put into proof-reading, there are still a few more minor mistakes that crept in than I thought should have. It is by no means a painful read, but it somewhat clashes with the production quality of the rest of the book. I especially like the writting, which is concise and often witty, and the layout and design that are both crisp and functional, without being boring. Oh and it’s printer friendly!
All in all, a great buy! I recommend it very much and wouldn’t have been disappointed if I had to pay twice the price for the contents of the PDF.
@Francois– Thanks so much for taking the time to post your feedback. I’ll be updating the book in the next couple of months, so I’ll keep an extra sharp eye out for the errors you mentioned. When it’s available, you (and everyone else who purchased) will be able to download the new edition free.
I just finished The Adventure Creation Handbook, and I have picked up several things that will be helpful. This is unusual since I have been a dungeon master now for almost all of the 35 years I have played. I would really say the most important reminders are the, who and why portions of chapter 2. If you know those 2 answers winging it is so much easier, when the players go off plan. Also there were many times it mentions to work with your players, this is so important, you are all there to have fun. You as a DM must have fun as well. That does not mean being mean spirited toward your players. Be a party with them, if you find that difficult stick a low lever NPC (one of your favorites) with them, then you will root for the party.
This book does a thorough job of covering all the things you should be doing as a DM. Read it, and then use it!
@ Scott — I’m glad you were able to get use out of the book. I’ve been GMing for a little over 30 years myself and I wrote the book I’d always wanted to find.
I think it does help to be reminded sometimes that we’re all trying to have fun in the group, the GM included. After all, if you hate something you’re doing or are completely bored with it, you won’t be able to get your players excited about it.
I’ve been GMing for about 30 years now. I was thrilled to find there are so many other people like me–passionate about the art of GMing. This book takes many lessons that I’ve learned the hard way and puts them in one place for others to learn from. I learned a number of new tips and tricks too! So thank you, Jade, for this wonderful book. I plan to keep up with the updates and to refer to it for years to come! And I’m really looking forward to your book about planning an entire campaign!
@Paul – Thanks so much for taking the time to leave your feedback. Look for the first update around the beginning of 2012.
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I purchased this book through DriveThru RPG and I must say it is fantastic. It contains everything you need to do, from beginning to end, to write adventures better than most published modules. Everything from idea mapping to handling different player types is covered. Now I’m off to write a five star review on DriveThru RPG.
@Tyler. Thanks for taking the time to give me feedback for the book. I’m glad you found it useful.
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Your “view a sample chapter” link gives a page not found error.
@Teramis–thanks so much for letting me know. I’ll get that fixed immediately.