The Vampire Soirée
- Genre: Comedic Fantasy Adventure
- Type: Dungeons and Dragons 5e Module
- Tools: Homebrewery
- Additional Tools: Google Docs
- Iterations # 2
- Playtests # 1
Role: Module and Narrative Designer
Composed of: Research and conceptualization, documentation, prototyping, writing the module, and balancing.
Iterations Overview
Goal
My goal for The Vampire Soirée was to write a self-contained 5e module that subtly encourages its Player Characters to investigate in the direction the Dungeon Master wants them to investigate. At the same time, I wanted to create the illusion of an expansive world where anything is possible.
- Diamond-Shaped Designing: The Vampire Soirée needs to feel fleshed-out and full of options while only truly holding a few viable paths for a player to take.
- Improvisational Space: I want the Dungeon Master to have clear guidelines, but to also have some room to personalize the adventure to their table.
- Room Full Of Vampires: I infuse each NPC with clear, succinct personality conveyed in as few words as possible.
Throughout this process, I’ve sought regular feedback from Kelsey Kirvan (Suckerpunch), who taught me diamond-shaped design.
Overview & Technique Highlights
Game Premise: Welcome, dear travelers, to the district of Grimsvale, a beautiful region of whimsy, invention, and… Oh, who am I kidding? You’re all here for the hot vampires, aren’t you? Heathens. Fine.
In The Vampire Soirée, a daring party of adventurers must prevent the murder of the young heir to the bloodsucking Sanguini line – all the while avoiding getting kicked out of the party where the assassination is allegedly meant to take place. There’s hot vampires. There’s ghost bartenders. There’s a reference to The Muppet Show. Welcome to Grimsvale. Enjoy your stay!
Technique Highlight 1: Easy-to-Learn Mystery
Goal: I intended for a DM of any experience level to be able to pick up this module and run it with minimal prep.
Result: I made clear, precise notes on characters, motivations, and events for the DM as they became relevant in the module.
Techniques
- Bolded text meant for the DM‘s eyes only.
- Brought up information only when it was pertinent, so as not to overwhelm anyone reading.
Technique Highlight 2: Illusory Choices
Goal: I wanted players to feel like they had an abundance of choice… choice that the module would have already accounted for.
Result: I employed principles of diamond-shaped branching design in order to subtly guide players to the conclusions the module wanted them to draw.
Techniques
- Wrote certain characters’ dialogue and lore blocks that hints at where player characters should go to be read as written.
- Made sure to consistently write junctures in the module where the DM is to ask the party what they’d like to do.
Technique Highlight 3: Homebrewed Mechanics
Goal: I had to come up with a homebrewed mechanic to implement in my module as per the specifications of the project it was for.
Result: I invented Sociometry Points, a mechanic that would encourage players to get into the vampiric spirit, as it were.
Techniques
- Rewarded players for roleplaying by awarding and docking “SocioPoints” for various actions.
- Encouraged players’ sense of wonder and mystery by not fully having the DM explain the rules for earning and losing said SocioPoints.
- Built up players’ creativity by being flexible with the rules of the Sociometry mechanic.
Process Breakdown
1. Research, Theme, & Initial Ideas
I knew I wanted to write a silly vampire masquerade adventure for my 5e module.
- Analyzing Media: I looked to vampire media (from Dracula to Twilight) to find classic conventions and tropes around the mythical figures.
- Ideating Mechanics: I came up with the idea of Sociometry in order to encourage non-combat roleplay throughout the adventure.
- Turning Up The Camp: I wrote the module in a very specific voice and often broke the fourth wall in order to convey the correct tone to the DM and players.
2. The Initial Parameters
General Objectives: I was assigned to make a 5e adventure for a four-player, level three party that included combat, roleplay, and exploration.
Specific Instructions: I had to include in this module…
- One homebrewed mechanic
- At least one homebrewed (and/or reskinned) monster
- At least one homebrewed magical item
- Lore blocks for multiple original:
- Locations
- NPCs
- Encounters
3. Ideation & Iteration
The NPCs
Result: Invented a vibrant cast of characters for players to interact with on their adventure.
Goal: To create compelling NPCs that players will want to talk to.
Solution:
- Came up with catchy, concise introductions for every NPC.
- Gave each character unique quirks that shone through in their first interactions with the party.
The Setting
Result: Set a tone by describing the locations in Grimsvale in a particular tone to make them sound silly and homey.
Goal: To convey theme and tone through the module’s atmosphere and narration.
Solution:
- Often broke the fourth wall and joked when describing locations.
- Used alluring and comforting adjectives when setting a scene.
The Mystery
Result: Plotted a self-contained mystery that ramps up in tension as the module goes on.
Goal: To make a case that is solvable by the party while not being too easy to figure out.
Solution:
- Allowed players multiple paths to investigate and understand the case.
- Created a “parlour room reveal” moment at the crux of the adventure in case players have yet to have solved things.
4. The Adventure v.1.0
Result: Finished the first draft of the adventure for The Vampire Soirée.
Goal: To finish the module and have it be playtestable by a party.
Implementation:
- Mechanic Synergy: Sociometry as a homebrewed mechanic, where offending one’s hosts will earn the party punished.
- Narrative Synergy: The framing of the mystery through the lens of a line of succession clarifies the goals and duties of the party.
5. Playtesting Feedback & Key Iterations
Playtest Feedback #1
Positive Note: Players enjoyed the wide variety of antics they were able and allowed to get up to, such as sneaking into the masquerade.
Aspect To Improve: The pacing was a little slow near the beginning; the party could have gotten to the masquerade a little sooner.
Implemented Solution: Created options for the DM surrounding how to get into the masquerade that they can suggest to the party if needed.
Playtest Feedback #2
Positive Note: Players really liked the tone, settings, and NPCs that they got to play around in and with.
Aspect To Improve: More in-character consequences for rolled failures could and should have been enacted for the party.
Implemented Solution: More clarity was integrated into the module regarding the punishments for losing Sociometry Points.
6. Polished Portfolio Piece
Results: Wrote a complete, self-contained DND 5e adventure.
Goal: Design a fun, exciting module that anyone can run with minimal prep.
Execution:
- Clear Mystery: Any DM ought to be able to run this mystery with relative ease.
- Interesting Mechanics: I created Sociometry to enhance the immersion of the experience.
- Strong Voice: Roleplay and getting into the spirit of the adventure is encouraged by the tone of the module itself.


