The 2024 DMG’s Chapter 4, “Creating an Adventure,” does a commendable job of introducing adventure design concepts. However—in my opinion—it also illustrates the current split between traditional, encounter-heavy game mastering and the newer, narrative-driven approach that many DMs now seek. The traditional approach leans on tactical maps and combat-heavy encounters, while newer styles focus more on storytelling and player agency.
I think Chapter 4 tries to bridge these two styles by offering guidance for both, but for DMs still learning to merge tactics with story, it doesn’t quite provide that essential “knot” to tie everything together. It offers useful ideas but lacks a strong structure for pacing and flow, which are critical to maintaining player engagement throughout an adventure.
Appendix B includes premade maps for use with the example adventures in Chapter 4, offering a fast setup for DMs. While they’re functional as reference points, these maps lack the detail and dynamism that make for engaging, tactical spaces. The examples at the end of Chapter 4 in conjunction with the maps in Appendix B are intended to illustrate adventure design, but they end up feeling more confusing than helpful. They fall short of demonstrating how to balance core elements like pacing, narrative flow, and tension in a cohesive way. Instead of guiding new DMs, these examples can feel misleading, offering only a vague outline rather than a clear model. For a new DM, these mini-adventures might even feel overwhelming without more context or guidance on how to pace them with the maps that players will explore.
When you’re starting out as a DM, it’s easy to feel like you’re struggling with everything at once—building tension, creating balanced challenges, understanding narrative structure, and even the basics of handling a map in real time. And if you’re like me, you have to work out questions like: Will this be an exploration map where my player’s crawl square to square and uncover the space by use of fog of war? Do I only design a couple of battlemaps for specific locations, and keep the full map as a DM-only tool to narrate their journey instead? A bare-bones map with no clear adventure outline doesn’t give you the direction you need to answer those questions or to figure out the rhythm of the adventure.
Then there’s the challenge of weaving in those “six stage” components of any good D&D session: setup, challenge, exploration, set-back, climax and aftermath. For me, when I don’t know the purpose of each room or area in the location, I start to wonder where to place the traps, what to use as potential puzzles, and where to fit in an NPC or two for social encounters. Without those, the game can quickly turn into a dry dungeon crawl that lacks pace and tension, missing opportunities to build up player excitement.
The purpose of the example adventures in Chapter 4 and the maps in Appendix B is a bit unclear. Are they meant to show how a DM should prep locations, or are they supposed to be quick, versatile references that can be dropped into any campaign? If the idea was to give DMs an exemplary summary of Chapter 4’s points on adventure structure and tension, they don’t quite hit the mark. The DMG, as a training tool for game masters, could benefit from a single, fleshed-out example that really “ties the knot” on all the core elements: narrative flow, pacing, tension, and location design.
And where’s the Location Tracker Sheet for these? That would’ve been a great addition to help DMs run these adventures more smoothly.
Don’t worry, though—here’s one: