Grimolde said:
Ok, that's how you create a story,
That's what an adventure is, isn't it? Just open ended with the PC's actions/decisions directing the flow?
Grimolde said:
What form does your written adventure take on the page?
Not trying to be rude, Grimolde, but what does it matter? The 'format' should be whatever works for you. It's your group, your adventure. Do whatever feels right for you and what your players enjoy. How it's written on paper isn't what's important, it's how well you as GM relate that info to the players that counts, in the words of Randy Ingermanson; You want to give the players a strong emotional experience.
That being said, most fiction, and indeed, IMO good adventures or campaigns, should work on a 3 act structure:
Act 1: Introduces the PC's to the overall goal of the scenario or campaign; defeat the evil megalomaniac necromancer from taking over the Kingdom; win a decisive battle that restores equilibrium to the Cosmic Balance and averts the world being plunged into chaotic darkness for all eternity, that type of thing. There should be, towards the end an event that commits the PC's into completing the adventure.
Act 2: Piles on complications, some of which can and should be unrelated to the main story, yet through character growth, impact on the resolution. There should be an event, so mind blowing that it sets up an all or nothing, point-of-no-return situation for the PC's to complete the adventure. Up till now the PC's could refuse their part in the story, but after this event they are more committed than ever to the scenarios resolution.
Act 3: Provides further complications until the final showdown. After the climax, which the PC's might win after great cost, the players should either be on emotional high (success with minor losses) or low (abject failure, or success with great losses) dependent on the outcome. It should also tidy up any loose ends.
I highly recommend, Writing Fiction for Dummies for advice on plot and scene construction. The book, as the title suggests, deals with fiction writing but the principles and advice work just as well for adventure design.