Originally written and published on the Grand Greek Gathering.
The first-ever D&D game I played was homebrewed, and I didn’t
know that this was unusual. I was a poor college student and I didn’t
have the money to shell out for modules. What’s more, my college was in
a small town and there was no local comic book shop that would have
sold them, anyway. So when I began DMing my own campaigns, years later,
I too made homebrew campaigns, unaware that pre-made modules even
existed.
I was lucky in that my first DM was a talented storyteller. They say
that one of the marks of an expert is to make their craft appear easy,
and my DM certainly did. It was only after I became a DM myself that I
discovered the enormous amount of work he must have put into his
campaigns, which, from a player perspective, ran so seamlessly.
No easy feat when players insisted on such allowances as “being a sentient chair.”
It would be well over a decade before I discovered the formula both
he and I had unwittingly been using in our homebrew campaigns. I
stumbled upon it while trying to coach a friend of mine (a seasoned
player but a new DM). I’ve named this formula the Triple Diamond
Structure, and you’re about to see why.
THE TRIPLE DIAMOND STRUCTURE
A good homebrew follows a thread, but the thread cannot be too
obvious or the story feels rail-roaded to the players. D&D is
ultimately a sandbox game, so the players should be able to explore and
have plenty of room to breathe. But aimless wandering gets old, fast,
so the role of the DM is to facilitate the characters through a
choose-your-own adventure story.
Like all stories, the DM needs to establish a conflict, rising
action, a climax, and a resolution. I have found that every
single-session quest I’ve ever taken my players on was a play in three
acts. Identifying the acts allowed the story to be paced properly, to
offer changes in scenery, and to offer three separate win conditions
(one per act). Each act begins with the conflict, then bulges into
potential actions, then resolves at a single node. In other words, the
flowchart of the action looks like a diamond. And if there are three
acts to the story, the story will look like three stacked diamonds, with
the nodes being “known” plot points that the players will light upon as
they play.
This
is a single-session arson quest. More on this later. Note that I write
out my campaigns by hand, but you might prefer to use a digital tool to
create neater structures.
In other words: the players, as they interact with the world, will go
in all sorts of directions. The DM offers them a hook, and if they
take it, the subsequent action can go in many directions. But since the
hook has outlined a clear objective, the players will come back to that
objective. The story will bulge and pinch.
For some DMs, the “bulge” is where the campaign unravels and becomes a
meandering mess. To keep the players on track, anticipating actions
and how those actions will lead to the next node can help.
In order to build a Triple Diamond Structure, the two most important
things for the DM to be able to articulate are what type of quest the
players are on (because this will determine the win conditions), and
what type of actions they can perform.
TYPES OF QUESTS
I’ve heard it said there are anywhere from three to seven basic “types” of quests. I believe there are fundamentally four:
- Kill quests. (This includes killing a beast, subduing a wizard in
battle, or beating up a bad guy. The win condition involves winning at
physical combat.)
- Retrieval quests. (This includes collecting items, finding items,
or fetching items. The win condition is that an item is
obtained/moved/interacted with. Note that the item might be an NPC; for
example, rescuing a princess from a dragon.)
- Movement quests. (This includes escort and delivery missions. The win condition is locating and/or going to a place.)
- Information quests. (This includes mysteries, lore, and background quests. The win condition is obtaining information.)
Needless to say, quests can be mixed-and-matched. For example, an
information quest can easily devolve into a kill quest, and a movement
quest might be combined with a retrieval quest. (Some call a
movement-and-item quest a “push the button quest.” Players go to a
place and interact with an item.)
The point of outlining these basic quest types is to determine what the story arc and win condition is.
For illustrative purposes, let’s say the mage in your party, who
enjoys using fire-based spells, was recently accused of arson. This
quest is an information quest, whose ultimate goal is to clear the mage
of the charges against her.
Now let’s identify the three acts in our play. In act one, the mage
will be accused and the guards will attempt to take her to jail. In the
next act, the characters will (hopefully) attempt to clear her name by
investigating the crime scene, questioning witnesses, or lawyering up.
In the final act, the party is likely to have a confrontation with the
real arsonist.
Identify the conflicts of each act, and what actions or triggering events will lead to the next act.
As I have written the story, there are now three mini-quests with
three mini-objectives. Note that the type of quest changes based on
character actions. If they decide, in act 3, to obtain evidence and
take it to the city guards, then the mission is a retrieval quest whose
win condition is the taking of the evidence to the city guard. On the
other hand, if the party decides to kill the arsonist outright and then
turn in his body later, then it’s more of a kill quest.
Identifying types of quests and their respective win conditions will
help you construct your diamond and anticipate player actions.
TYPES OF ACTIONS
While every DM knows that improv is critical to the game (everyone
has that one player who likes to wander off the map or kill a town guard
just to see what happens), anticipating fundamental player moves can be
hugely helpful.
Actions can usually be broken into either-or conditions. For example:
- Physical v. mental.
- Non-magical v. magical.
- (If physical): Outright brawling v. stealth.
- (If physical): Ranged weaponry v. melee combat.
- (If mental): Intimidation v. seduction.
DMs who have a feel for their players’ characters will be able to
anticipate their actions to a degree. Reggie the Rogue is going to try
to break into the library to steal a forbidden scroll with the
arsonist’s confession written on it, while Hans the Bard is more likely
to walk in the front door and try to charm the librarian. Characters
without money are unlikely to try to bribe the guards (unless, of
course, they’re experts in transmutation). What happens next is up to
the dice. But if the win condition is to retrieve the confession, then
that is what the DM should be anticipating will happen, one way or
another.
Breaking
down the most likely actions your characters can/will take will help
you react accordingly. Before you say it: yes, “charm” should be under
magic, not mental. I know, I know.
LOSE CONDITIONS
For more inexperienced parties (or any party with a barbarian),
missions that require finesse may go sideways. Never fear. Anticipate
the most likely lose condition and construct a new diamond.
Let’s say Reggie destroyed the confession scroll by accident, making
it impossible to clear your fire mage’s good name. New win conditions
might include finding a copy of the confession, repairing the original,
and/or keeping your mage from murdering Reggie with a fireball. The
nice thing about the Triple Diamond Structure is that, just like a real
crystal, it can be built upon thanks to its regular, predictable shape.
In
this example, the possibility of fleeing is added on as a diamond
between act 1 and act 2, but it still flows back to the central pathway
to allow for eventual resolution of the main conflict.
If your side quests or story arcs seem too linear, tack on some new
diamonds and let the party follow those threads. Since the diamond is
really just a fancy flowchart, you can break down either-or actions into
increasingly tiny nodes to create elaborate stories.
Here,
the either/or condition depends on whether the party wants to act
lawfully or chaotically, and then further breaks down potential actions
and outcomes. There are diamonds within diamonds!
Ultimately, the goal is to give your players the appearance of
ultimate freedom while still following an anticipated storyline. The
characters aren’t being railroaded, because they can choose how to get
to the next node of the story… but the story has designated waypoints
that create a natural, satisfying story arc. They choose their own path
and consequences, but within a framework that is designed to give the
story a natural rise and fall, and lead to a satisfying conclusion.
MULTIPLE RESOLUTIONS
If DMs don’t like the idea of having a designated outcome, then the
diamonds can be separated. For example, in act 3, the players are
expected to solve the mystery. But they might instead prefer to just
skip town. This is still a resolution and when diagrammed out, will
still create a diamond-esque story shape.
Here
we have a triple-diamond in which players have chosen NOT to clear
their friend for the crime of arson and have instead elected to skip
town. There are two potential resolutions now, but if you squint, you’ll
realize it’s still three diamonds. The final node is a resolution
which can vary based on player-character actions.
Voilà !
There is more than one resolution to our quest, but all outcomes lead
to a resolution. This allows the characters to feel a dopamine-rush of
satisfaction for completing the quest, and to collect on that sweet,
sweet XP.
It is not necessary for players to come to the resolution, only a
resolution. This can include abandoning the quest entirely (see above)
or getting the entire party killed by a Minotaur. The possibilities
are endless. The first node of a story diamond, at its most basic, can
simply be called “hook” or “conflict,” and the last node can be thought
of as “resolution” or “ending.” The bulges of the diamond are the
player actions; the DM should be ready and able to respond without
leading the players to any particular path, with the awareness of how
actions will flow down to nodes of the story to eventually reach a
resolution.
IN CONCLUSION
Just as a single-session side quest can be broken into three parts, a
larger campaign can be created, with each “diamond” representing a part
of the story. People are often naturally attracted to the rule of
threes, but any number of diamonds can be stacked, and the DM can focus
in or out as needed on their story structure, with all either-or options
creating smaller and smaller diamonds within the central story
structure.
Of course, not all styles are created equal, so your mileage may
vary. I never drew out a diamond until I began trying to help my friend
with his campaign. I’m a highly improvisational DM, and I reacted to
unexpected player actions instinctively. Different people will get more
or less out of using this tool to help plan out their campaigns, and
some may prefer not to diagram out their story at all. But if you’re
new to homebrew and finding that you’re having problems visualizing your
campaign or pacing your stories, try the Triple Diamond Method to
simplify how you present your quests. It’s just another item for you to
put in your pocket, and who doesn’t want a handful of diamonds in their
coin-purse?