Transforming Plots from Books and Movies into Exciting D&D Adventures

Alien movie poster

How often do you watch a movie or read a book, and think, this would make an awesome D&D adventure? If you are like me, all the time! The rich narratives found in books and movies offer a treasure trove of inspiration for creating compelling adventures. By adapting these stories into the D&D adventure framework, Dungeon Masters (DMs) can craft adventures that resonate with players, offering familiar yet novel experiences. Let’s explore how to convert the plots of the movie Alien and the book Sharpe’s Rifles into engaging D&D adventures.

The Movie: Alien

My favorite movie of all time. I remember watching it as a 16 year old on a rocking chair in my parents house. I kept the lights off, which coupled with the creaking of the old house added to the scary atmosphere. The bleak industrial sci fi, kick ass heroine and beleaguered crew had a big impact on me. Despite the fact there is an Alien RPG and others like Mothership and Those Dark Places I’ve always though that Alien is also great fodder for a D&D adventure.

Synopsis: In Alien, a spaceship crew responds to a distress signal on a distant planet, only to encounter a deadly extraterrestrial creature that picks them off one by one.

Conversion into a D&D Adventure

  • Setting the Stage: The adventure begins with the party receiving a distress call from a remote outpost or a derelict ship. The setting could be a mystical planes jumping vessel, a forgotten temple, or an ancient dungeon.
  • Initial Exploration: As the party investigates, they discover signs of an unknown threat—strange symbols, remnants of battles, or cryptic messages left by the previous inhabitants.
  • The Threat: Introduce a powerful, terrifying creature that stalks the party. This could be a homebrew monster or an adaptation of an existing creature like a mind flayer or a remorhaz.
  • Survival and Escape: The focus of the adventure shifts to survival. The party must use their wits and resources to outmaneuver the creature. The tension rises as they realize direct confrontation might not be the best option.
  • Climactic Escape: The adventure culminates in a high-stakes escape, where the party must make critical decisions to ensure their survival while sealing or destroying the creature to prevent further harm.

I can already picture the experience at the table. Slow dawning dread as they uncover the clues. Followed by a frenetic, time pressured escape. I want to play this already! In fact I will be including this in my regular campaign at some point in the future. So if any of my players are reading this, you better beware when you come across that ancient temple…

Bernard Cornwell’s books have plenty of D&D adventure inspiration

The Book: Sharpe’s Rifles

As a boy/adolescent in the 1990’s the Sharpe books and subsequent TV movies were a staple part of my media diet. Tales of derring-do aplenty with lots of inspiration for D&D shenanigans.

Synopsis: Sharpe’s Rifles follows Richard Sharpe, a soldier in the British Army during the Peninsular War. After a series of setbacks, Sharpe takes command of a group of riflemen and leads them on a daring mission to rally Spanish allies and defeat a superior French force.

Conversion into a D&D Adventure

  • Setting the Stage: Place the party in a war-torn region where they are part of a larger conflict. They are separated from their main force and must navigate enemy territory to regroup with allies. The enemies could be anything from a chaotic orc horde to well disciplined Drow.
  • Leadership Challenge: One of the party members (or a trusted NPC) must step into a leadership role, rallying a group of local militia or refugees. The focus here is on building trust and cohesion within the group.
  • Skirmishes and Guerrilla Warfare: The adventure includes a series of skirmishes against enemy patrols. The party must employ guerrilla tactics, using the terrain and local knowledge to outsmart a superior force.
  • Rallying Allies: The party seeks out local leaders or resistance fighters to bolster their numbers. This involves diplomacy, persuasion, and perhaps a daring rescue or theft.
  • Final Battle: The adventure culminates in a strategic battle where the party and their allies confront the enemy. The players’ earlier choices affect the strength and morale of their forces, adding weight to the final confrontation.

I envisage this adventure being played in the sandbox style. The players are provided with a map of the area. Potential ally and enemy locations are detailed. Now the party must decide where to rally allied troops and where to enact guerilla actions. The final battle could be at the key strategic location being held by the villains. Perhaps a cross roads, bridge over a chasm or a magical portal. Played as a short campaign this gives plenty of opportunity for player dilemmas and cinematic scenes. I know exactly where this sort of adventure can fit into my current campaign.

Final Thoughts

Adapting plots from books and movies into D&D adventures allows DMs to introduce players to thrilling, narrative-rich experiences. By drawing on the suspense of Alien or the military strategy of Sharpe’s Rifles, DMs can create adventures that challenge players in new and exciting ways. The key is to capture the essence of the original story while allowing for the flexibility and creativity that makes D&D unique. By thinking about the inspirations above I now have two potentially awesome adventures to run my players through. I cant wait.

Where are your go to sources of inspiration for your D&D adventures?

Competitive D&D: Is it for you?

competitive D&D in action

Just after Christmas, some friends and I had the exhilarating experience of participating in a Dungeons & Dragons competition. But by their nature roleplaying games aren’t a competition, I hear you say. Normally, I would agree. However, we thought we’d give it a go. You don’t get many opportunities to pit your D&D skill against other parties. After reading this you may see some merit in competitive D&D.

The tournament saw multiple groups navigating through the legendary Gary Gygax adventure: The Lost Caverns of Tsojconth. Although we missed the official tournament sign-up, our friend Rich, who was DMing at the event, graciously agreed to run a separate session for us. The event was organized by the local group DnD Fremantle, who have done a fantastic job fostering a vibrant D&D community in our local area.

The Challenge

The competition was structured in two intense 2-hour blocks, requiring rapid decision-making and strategic thinking. Initially, we struggled with the limited time to familiarize ourselves with our character sheets, spells, and abilities—only 15 minutes! It was a challenging start, but we quickly adapted to the fast-paced environment.

Rich, our DM, used a scoring system to evaluate our progress, awarding points for achieving specific goals in each encounter. The objective was to traverse as much of the adventure as possible within the 4-hour limit. In the real tournament 5 groups all ran through the adventure at the same time and their scores totaled at the end to determine the winning team.

The Party

From memory, we had 6 pre-generated characters to choose from: monk, wizard, warlock, fighter, cleric and rogue. As mentioned above, we had 15 mins to choose our characters and understand how they worked. Our final party comprised four level 9 adventurers:

  • Ethelrede, a stalwart human fighter
  • Cathartic, a devoted human cleric
  • Weslocke, a cunning Tiefling warlock
  • Dunil, a resourceful halfling rogue

There should have been five, but unfortunately one of our players was ill on the day.

Key Encounters

The adventure was very “old-school”, with seemingly random creatures dotted around an underground cave system. It did mean that you never quite knew what was around the corner. Some of our memorable encounters included:

  • The Mud Golem: Early in the adventure, we faced a formidable mud golem guarding a magical sword. This creature could only be damaged by magical means, which significantly limited our options. It was a close call, especially for my character, Dunil, who nearly perished in the encounter (only 2hp left).
  • Gem-Hauling Statue Faces: We successfully navigated a trap-laden room filled with gem-inlaid statues, managing to extract the gems without losing any limbs.
  • Friendly Pechs: In a refreshing twist, we encountered Pechs—goblin-like creatures who turned out to be friendly allies. This encounter provided a brief respite from the relentless dungeon hazards.
  • Chuuls’ Deadly Ambush: Crossing a river proved fatal as we were ambushed by paralyzing crab-like creatures, the Chuuls. This encounter ended in a total party kill (TPK), forcing us to restart. It was a humbling experience but one that bonded our team.
  • Fierce Formian Battle: Our session concluded with a fierce battle against Formians, ugly ogre like creatures with sinister eyes. This encounter tested our combat strategies and teamwork to the limit.
The incredible trophy made for the actual tournament!!

Lessons Learned

  1. Pre-Game Planning: It’s crucial to allocate more time for character selection and understanding character abilities. Knowing who will play which type of character and having a strategy for dungeon interaction can save valuable time.
  2. Team Urgency: The competition format instilled a heightened sense of urgency. Quick decision-making and effective communication became our focus, improving our overall gameplay.
  3. Adaptation: Adapting to the competition’s fast pace was challenging but ultimately rewarding. By the second half, we found our rhythm, coordinating efficiently as we navigated the labyrinthine caverns.

We ended the adventure with a score of 8 points, which included a -5 penalty for the TPK. While this might seem modest compared to the winning team’s 18 points, we considered it a solid performance for our first competitive run. More importantly, the experience was incredibly fun, thanks to Rich’s masterful DMing.

More Competitive D&D?

This competition has whetted our appetite for more. We’re already planning to enter the next tournament with lessons learned and a renewed sense of strategy. If you’re considering a competitive D&D experience, we highly recommend teaming up with friends and diving into the challenge. It’s an unforgettable way to test your skills and deepen your love for the game.

See you in the next adventure!

Can Roleplaying be Used as a Powerful Forecasting Tool?

using roleplaying as a forecasting tool

I came across this paper titled “Role Playing: A Method to Forecast Decisions” by J Scot Armstrong (2001) a couple of years ago and thought it was worth sharing here. Armstrong’s paper discusses the effectiveness of using role-playing simulations to forecast decisions in various real-world scenarios. It presents five situations where interactions between two parties significantly impact the outcomes. These include labor negotiations, lobbying efforts, product design changes, legal defense strategies, and contract negotiations. The paper argues that using role-playing simulations can help accurately forecasting decisions and their consequences in these complex, interaction focused situations.

It highlights the importance of accurately forecasting the decisions of other parties involved, citing historical examples where inaccurate predictions led to detrimental outcomes. One such example was the failed stock sale of the British-owned Falkland Islands Company to an Argentine consortium in 1975, which ultimately led to the Falkland’s war. Accurate forecasting of each other’s decisions might have prevented the conflict, instead resulting in mutual benefits. The author suggests that role-playing simulations can help improve decision-making accuracy by simulating interactions between parties and predicting their responses to different scenarios.

In many ways this is similar to the concept of Red Teaming. This involves running a simulation with a real opposition force (red team) to test a companies strategies and contingencies. I wrote about Red Teaming and roleplaying games in a previous article here.

Running a Roleplaying Simulation

The paper outlines the basic elements of creating these role-playing simulations. Including realistic casting, clear role instructions, accurate situation descriptions, active participation, and thorough coding of results. It also emphasizes the need for multiple sessions with different scenarios to obtain reliable predictions.

When to Run a Forecasting Simulation

Of course using roleplaying simulations for forecasting does not work for every situation. The paper suggests ideal conditions include: involving conflicts, large changes, or interactions between a few parties. Most important is the need for faction interactions to have a large influence on the outcome.

Is Roleplaying as a Forecasting Tool A Valid Method?

Finally, the paper provides evidence on the value of role-playing simulations, including studies demonstrating their face validity, predictive validity in contrived situations, and effectiveness in predicting decisions in actual situations. It concludes that role-playing simulations offer a valuable method for forecasting decisions and improving decision-making processes in complex scenarios.

An example of a crisis focused forecasting simulation

Final Thoughts

This paper was an interesting read and I could immediately draw parallels with Red Teaming and Megagames in the way the suggested simulations would work. But are companies and other organizations using this methodology? Unfortunately, that is not made clear in the paper. Though we do know that the military do use roleplaying in some of their wargames.

Given the suggested ideal situations and the cost associated with running a roleplaying forecast simulation implies that this methodology would only really be viable for larger organizations. For example, companies like Airbus, Richemont, and HSBC have participated in crisis simulation exercises that involve role-playing to improve decision-making under stress. In fact there is an existing industry providing such services.

Unfortunately, it seems clear that this sort of activity would be of limited use for the small to medium enterprise.

Nonetheless, an interesting journey into another avenue of roleplaying and its use within an organizational setting. Has your company used roleplaying as a forecasting tool?

The Negatives of Dungeons & Dragons (And Why They’re Not So Bad)

Dungeons & Dragons (D&D) is loved by players across the globe, but like any pastime, it’s not without its critics. From claims that it’s a waste of time to concerns about its complexity, some people perceive D&D as more trouble than it’s worth. I’ve had friends and family members throw both of these aspersions my way over the years. Though to be fair, more than a few have since shown curiosity about the hobby. But let’s take a closer look. Many of these perceived negatives of Dungeons & Dragons are either misconceptions or actually opportunities in disguise. Here’s a breakdown of the common criticisms—and why they don’t hold up.

D&D Takes Too Much Time

Between creating characters, preparing campaigns, and playing sessions that can last several hours, D&D can feel like a massive time investment. This is particularly true if you are the DM. Yes, there is no denying it, D&D takes time. But so does any meaningful hobby. To get good at video games, martial arts or jewelry making, all take significant time commitments. The difference is that D&D offers a unique combination of creativity, social connection, and skill-building.

  • Bonding Time: Unlike scrolling social media or binge-watching TV, D&D sessions are deeply social, bringing people together in a way few other activities can.
  • Creative Outlet: Crafting stories and characters isn’t wasted time—it’s an opportunity to flex your imagination.
  • Customizable Commitment: You don’t have to play a 10-hour marathon every weekend. Shorter sessions, pre-made adventures, or even one-shot games can fit into a busy schedule.

Think of D&D not as a drain on time but as an investment in fun, creativity, and relationships.

It’s Too Complicated

With its hefty rulebooks and huge array of character options, D&D can seem overwhelming, especially to newcomers. Walking into a games store and seeing the rows of books, campaign and starter sets, not to mention blisters of miniatures, is a lot to take in. While D&D does have a learning curve it is not actually that steep. You don’t need to memorize every rule to play and enjoy the game. In fact you only need one rulebook to get started.

  • Start Simple: Beginners can stick to the basics—there’s no need to dive into advanced mechanics right away. There is a popular movement to play simplified versions of the game, like Five Torches Deep.
  • Collaborative Learning: By it’s very design D&D is played in groups, meaning that there’s always someone to guide you and answer questions.
  • Emphasis on Storytelling: At its core, D&D is about the story, not the rules. Many tables, my own included, bend or ignore rules to keep the narrative flowing.

What seems like complexity is really depth—offering endless opportunities to grow and explore once you’re ready.

It’s Too Nerdy

When I was growing up D&D was stereotyped as the domain of geeks and outcasts, leading many to dismiss it as uncool. Thankfully, while D&D’s roots are undeniably nerdy, it has recently evolved into a widely celebrated cultural phenomenon.

  • Mainstream Appeal: Shows like Stranger Things and Critical Role, as well as a plethora of celebrity players, have brought D&D into the spotlight, making it cooler than ever.
  • Inclusive Community: The game has grown to include players from all walks of life, fostering a welcoming and diverse community.
  • Confidence Builder: Role-playing can help players embrace their unique quirks and express themselves, turning perceived “nerdiness” into a superpower.

What was once a niche hobby has now evolved into a badge of creativity and individuality.

It’s Expensive

Between buying rulebooks, dice, miniatures, and maps, the cost of playing D&D can add up quickly. However, you don’t actually need all these things to play. As a player, a pencil, set of dice and printed character sheet are enough to fully enjoy the hobby.

D&D is only as expensive as you make it—and its long hours of entertainment make it one of the best value-for-money hobbies around.

Like any hobby people can become addicted to D&D

It’s Addictive

One of the negatives of Dungeons & Dragons is that some worry that it is so engaging it can take over your life, pushing other responsibilities to the side. This was highlighted in the notorious Tom Hanks film Mazes and Monsters.

Yes, D&D is captivating, but so are many other hobbies. The key is finding balance.

  • Healthy Escapism: D&D offers a productive way to unwind and recharge, which can enhance your overall well-being.
  • Time Management: Scheduling regular game nights helps you enjoy the hobby without letting it interfere with other priorities.
  • Fostering Connections: Unlike solitary pastimes, D&D keeps you socially engaged, making it a healthier form of entertainment than many alternatives.

The joy and connection D&D provides outweigh the risks of overindulgence, especially with a little moderation.

It’s Not Productive

Critics argue that D&D doesn’t contribute to career or personal development and is purely for fun. However, if you’ve been reading this blog for any length of time you’ll know that D&D is far from unproductive. It builds skills that are invaluable in both personal and professional contexts.

  • Problem-Solving and Creativity: Designing solutions to in-game challenges hones your creative and analytical thinking.
  • Teamwork and Leadership: Collaborating with others during gameplay improves your ability to work as part of a team.
  • Emotional Intelligence: Role-playing develops empathy and understanding, key traits in any relationship or career.

D&D is fun, yes—but it’s also a stealthy way to grow as a person.

Final Thoughts on the Negatives of Dungeons & Dragons

Every hobby has its criticisms, and our hobby is no exception. But when you dig a little deeper, many of the so-called negatives of Dungeons and Dragons actually reveal themselves to be strengths in disguise.

Rather than being a “waste of time”, D&D offers a chance to connect with others, build valuable skills, and immerse yourself in creativity. So, roll the dice, join a party, and embrace the adventure—because D&D is more than just a game. It’s an opportunity.

Steward Leadership and the Secrets of Dungeon Mastering

At its heart, D&D is about collaboration and shared experiences, and a crucial element of this experience is the role of the Dungeon Master (DM). The DM is the storyteller, the world-builder, and the ultimate guide for players as they embark on epic adventures. I’ve been interested in the concept of Steward Leadership for quite some time. In fact, my personal leadership philosophy strong aligns with this concept. In this article, we explore the concept of steward leadership in the context of Dungeon Mastering. Looking at how it can elevate the game for everyone involved.

Steward Leadership: A Brief Overview

Steward leadership is a leadership philosophy that emphasizes service, responsibility, and accountability. In essence, a steward leader sees themselves as a caretaker of a particular domain, with a responsibility to ensure its long term well-being and prosperity for all involved. In my role as a General Manager in the environmental sector, I believe it is my duty to guide the business in a way that see’s it succeed for years to come. This heavily informs my decision making and strategizing. It also prevents me from chasing the newest shiny thing, without first understanding any long term implications.

Having seen how this philosophy shapes my leadership style how might it translate to Dungeon Mastering in D&D?

The Steward DM: Fostering a Shared Experience

Creating a World: Just as a steward leader is responsible for managing and nurturing a specific domain, the DM is responsible for crafting and maintaining the game world. This includes creating rich lore, intriguing NPCs (non-player characters), and immersive environments that allow players to feel fully immersed in the game.

Balancing the Game: A steward leader aims to maintain balance and fairness within their domain. Similarly, a DM must balance the game to ensure that each player has a chance to shine and contribute to the story. This means adjusting encounters and challenges to match the abilities and preferences of the players.

Nurturing Player Growth: Steward leaders invest in the growth and development of those within their domain. DMs can do the same by providing opportunities for character development and personal growth within the game. This might involve character arcs, moral dilemmas, and choices that challenge players to evolve.

Fostering Collaboration: Steward leaders understand the importance of collaboration among all stakeholders. In D&D, this means facilitating teamwork among the players, allowing them to utilize their unique strengths and abilities to overcome obstacles and solve problems.

Steward leadership can help guide your business and your game

The Steward DM in Action

Imagine a group of adventurers standing at the entrance of a treacherous dungeon. As the DM, you have meticulously designed this dungeon, complete with traps, puzzles, and hidden secrets. You could approach this scenario in several ways:

Authoritarian Approach: You could view yourself as the “opponent” and set out to challenge the players mercilessly. The goal is to win, and the players are merely obstacles. This approach will inevitably lead to frustration and an unenjoyable game.

Steward Leadership Approach: Instead, you embrace the role of a steward DM. Your goal is not to defeat the players but to provide them with a memorable and rewarding experience. You carefully consider the difficulty of the encounters, ensuring they are challenging but not insurmountable. You encourage creativity and problem-solving, allowing the players to engage with the world and each other.

As a steward DM, you also actively seek feedback from your players, adjusting your approach to cater to their preferences and ensure everyone has a fulfilling experience. You’re not just a storyteller; you’re a facilitator of epic tales, a guardian of fairness, and a mentor for those who traverse the realms you create.

Final Thoughts

Steward leadership has a large influence on my personal leadership style. I’ve often thought that the philosophy ports well into other aspects of life. Of course, Dungeon Mastering is more than just guiding players through a fantastical world—it’s an exercise in steward leadership. By embracing the principles of stewardship, DMs can create a dynamic and inclusive gaming experience where everyone feels valued and engaged. So, whether you’re a seasoned DM or just starting your journey, remember that your role is that of a steward, dedicated to crafting epic adventures and nurturing the joy of storytelling for all involved.