Writing Community Created Content Modules
Presented by Jason Koh
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Outline
●   What is the CCC Program?
     a.   Everything you need to know
     b.   What makes a good CCC writer?
●   Writing the Adventure
     a.   Adventure Format
     b.   Writing Tips & Techniques
     c.   Using Preapproved Concepts
●   Interactive Writing Exercise
●   Discussion
What is the CCC Program?
Everything you wanted to know, but didn’t know how to ask.
What is a CCC?
 ●   CCC = Community Created Content
 ●   An Adventurers League adventure
     written by community contributors,
     approved by the admins, and published
     on DMsGuild
 ●   Typically Season agnostic (but you can
     reference the events of a specific Season)
     and non-Canon.
 ●   Multiple guidelines and restrictions are in
     place to ensure quality and consistency
     with Realmslore.
Typical Workflow
●   An Event Organizer (EO) applies to AL      ●   Revisions are made by writer, edited, and
    admins to premier a CCC at a sanctioned        final draft is submitted by EO 1 month
    event or convention.                           before event.
●   The EO does an open call for               ●   CCC premieres at event.
    submissions or appoints a trusted writer
    to create the CCC.                         ●   CCC is submitted by EO for publishing
                                                   clearance within 1 month of end of event.
●   The CCC proposal is submitted by EO to
    AL admins for approval.                    ●   EO uploads final package to DMsGuild
                                                   for AL admins to activate.
●   Writer’s work begins (completed 1st
    draft submitted to AL admins 3
    months before event)
Your Role as a CCC Writer
 ●   Treat this as a writing assignment.
     Writing an adventure is no different from
     other forms of paid writing and some
     level of professionalism is expected.
 ●   Work off a brief (the adventure concept
     document).
 ●   The EO is like a manager/client. They
     will manage the project, liase with you,
     and liase with AL admins.
 ●   Work with the EO to create a suitable
     adventure that appeals to your audience.
Qualities of a good CCC writer
 ●   Good time management is key. Expect
     tight deadlines.
                                           Core Competency in the English
 ●   Solid mechanics, rules and tactics          Language is assumed.
     knowledge.                             If you can’t write to save your
                                             life, no editor can save you.
 ●   Research skills.
 ●   Willingness to take criticism.
 ●   Don’t flake out!
Writing the Adventure
Adventure Writing Basics
Starting on a CCC adventure
 ●   Title & Event Code (e.g. CCC-PAIKIA-
     01 A Better Tomorrow)
                                              A blurb summarizes the idea of
 ●   Level Range & Duration (Tier of Play,
                                             the story into one or two short
     number of gameplay hours)                 sentences. If your story is so
                                             convoluted that you can’t even
 ●   Story Concept & Blurb                    do that, it’s time to go back to
       • Define Story Objectives (A, B)            the drawing board.
       • Define Bonus Objectives (A, B, if
           any)
 ●   Rewards & Story Awards.
Important Considerations
●   All CCC adventures must take place in
    the Moonsea region of Toril, in the
    Forgotten Realms campaign setting.           With the restrictions, most item
                                                  drops become flavor picks that
●   Planar travel is ALLOWED to some             tie in with the story rather than
    degree, but the action MUST always start
                                                           anything else.
    in the Moonsea.
●   Magic Items & Consumables are limited
    to seeds from fixed lists. There is also a
    tier based rarity cap.
●   Flavoring is allowed, but customized
    items and mechanical benefits are not.
Writing Tips & Techniques
 ●   Your story idea should make sense in
     universe.
                                                  Combat, Exploration and Social
 ●   Follow the basic Three Act Structure         form the three pillars of D&D.
     when writing.                                 An adventure should always
                                                    account for each of these
 ●   Show, don’t tell. Create scenarios for the
     DM & Players to experience.
                                                             pillars.
 ●   Always provide opportunities for DMs
     and players to be creative and think
     outside the box.
Use the basic Three Act Structure
 ●   The adventure should have a beginning, a   ●   The plot should remain logical and
     middle and an end. Typically, the              consistent throughout the adventure.
     setup/call to action,
     confrontation/journey, and                 ●   The plot must be resolved at the end of
     resolution/conclusion.                         the module.
 ●   Story Objective A should be concluded      ●   Remember: a module should be written
     by the end of Part 2 (Middle).                 as a standalone story so it can be played
                                                    on its own or out of sequence.
 ●   Story Objective B should be concluded
     by the end of Part 3 (End).
Writing the Adventure
●   An adventure is an experience. The DM
    serves to narrate the story, while the
    players and their decisions progress the      A successful adventure does not
    story.                                         leave the players unfulfilled.
●   There must always be a clear goal. This
    must be communicated to the players at
    the start of the adventure.
●   Wild goose chases, Macguffins and
    Doublecrosses should be used sparingly.
    If used, they must be telegraphed early so
    the players have a fair chance to figure it
    out.
Using NPCs
●   NPCs are the mouthpieces through which
    the DM furthers the story.
●   NPCs should be clearly defined, with
    name, description, motivation,
    personality, and set goals in the context
    of the adventure.
●   NPCs can be both allies and antagonists.
    These roles can change depending on
    how the players react and how the DM
    plays it up. Consider their motivations
    and how it relates to the plot.
Key Encounter Design Concepts
●   Adventures are typically split into a series   ●   Combat is a type of encounter, but
    of encounters.                                     encounters don’t always have to revolve
                                                       around combat.
●   An encounter is a scene that challenges
    the players and is used as a vehicle to        ●   Skill based challenges are viable.
    further the plot.
●   Encounters have a fixed goal that the
    players must work towards, and a desired
    end result.
●   Encounters should be robust enough to
    encompass all pillars of play and account
    for creative solutions.
In an AL setting
 ●   The adventure is assumed to take place        ●   Combat takes up the most time.
     within the scope of a single in-game day          Exploration can be boring if not executed
     (i.e. no long or short rests).                    well. Social comes with expectations that
                                                       players are capable of RP.
 ●   Each encounter should consume a portion
     of player resources. Typically, this is       ●   A healthy mix of all three are helpful
     20% to 30%.                                       when planning encounters.
 ●   The number of encounters also depends
     on the duration of the adventure. A
     typical adventure should have 2 to 3
     major encounters that further the plot, and
     maybe 1 or 2 smaller ones.
Balancing Combat Encounters
●   AL adventures are optimized for players        ●   You cannot alter the published stat
    in averaging in the middle of the level            blocks.
    band for each tier.
                                                   ●   Any changes you made should be called
●   Encounter design should be scaled for              out in a side bar in the monster entry.
    this value, and then adjusted for difficulty
    accordingly.
●   You can use any stat blocks from MM,
    MtoF, Volo, and any hardcover books
    based in FR. Remember that you can
    reflavor monsters to suit your needs.
Using Preapproved Concepts
 ●   There are four (4) Tier 1 concepts that do   ●   To publish a preapproved concept, you
     not require complex Al admin approval.           still need to have a sanctioned event
                                                      approved by AL admins.
 ●   These four concepts are quite open ended
     and can be developed by writers who          ●   The benefit of using a preapproved
     want to try their hand at CCC creation.          concept is that you can cut down on the
                                                      paperwork and expedite the process.
 ●   The story hooks, locations and loot drops
     in each of these concepts are fixed.         ●   AL admins are currently NOT accepting
                                                      any further CCC proposals or
 ●   Writers can work with their EOs to               applications, so the only way you can
     develop all other aspects.                       publish now is to write a preapproved
                                                      concept (or Pipyap).
Writing Exercise
The Four T1 Concepts.
Option 1: The Thayans Did It!
 ●   Magic Item Unlock. helm of
     comprehending languages
                                         There is continued unrest in the
 ●   Consumable Item. Up to two (2)      cities around the Moonsea. The
     common or uncommon consumables       Red Wizards are rumored to be
     from magic item tables A, B, or C
                                          kidnapping visitors—but why?
 ●   Story Awards. none
 ●   Location. Any Moonsea city
Option 2: Raiders of the Moonsea
 ●   Magic Item Unlock. lantern of revealing
 ●   Consumable Item. Up to two (2)                The area surrounding the
     common or uncommon consumables                Moonsea is often home to
     from magic item tables A, B, or C          bandits, orcs, and worse. These
                                                miscreants threaten those that
 ●   Story Awards. none
                                                  travel without appropriate
 ●   Location. Land or sea within 20 miles of    protection, and now word of
     the shores of the Moonsea.                    strange lights and harsh
                                                   whispers plague the area.
Option 3: Granny knows Best
 ●   Magic Item Unlock. decanter of endless
     water
                                                   They say that the old couple in
 ●   Consumable Item. Up to two (2)               the woods are ancient. They say
     common or uncommon consumables               that the old couple has always
     from magic item tables A, B, or C
                                                  just… been there. And now they
 ●   Story Awards. none
                                                   say that you must secure their
                                                              wisdom.
 ●   Location. A new village or thorp of your
     own creation, that does not exist in other
     game materials outside of your event.
Option 4: Escort Mission
 ●   Magic Item Unlock. immovable rod
 ●   Consumable Item. Up to two (2)           Caravan duty: the stereotype for
     common or uncommon consumables                a new adventurer. But
     from magic item tables A, B, or C           sometimes exciting things
                                               happen when you least expect
 ●   Story Awards. none
                                                           them!
 ●   Location. merchant wagon or caravan on
     a trade route between the established
     cities of the Moonsea.
Q&A