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CCC Writing

The document outlines the Community Created Content (CCC) program for Dungeons & Dragons, detailing the process for writing and publishing adventures approved by Wizards of the Coast. It emphasizes the importance of professionalism, time management, and adherence to guidelines to ensure quality and consistency in adventure writing. Additionally, it provides writing tips, techniques, and examples of preapproved concepts for aspiring CCC writers.

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0% found this document useful (0 votes)
49 views24 pages

CCC Writing

The document outlines the Community Created Content (CCC) program for Dungeons & Dragons, detailing the process for writing and publishing adventures approved by Wizards of the Coast. It emphasizes the importance of professionalism, time management, and adherence to guidelines to ensure quality and consistency in adventure writing. Additionally, it provides writing tips, techniques, and examples of preapproved concepts for aspiring CCC writers.

Uploaded by

sergeogon
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Writing Community Created Content Modules

Presented by Jason Koh

Wizards of the Coast, Dungeons & Dragons, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. © 2015 Wizards. All Rights Reserved.

These Slides are not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. This Notebook may use the trademarks and other intellectual property of Wizards
of the Coast LLC, which is permitted under Wizards' Fan Site Policy. For example, Dungeons & Dragons® is a trademark[s] of Wizards of the Coast. For more information about Wizards of the Coast
or any of Wizards' trademarks or other intellectual property, please visit their website at (www.wizards.com).
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

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