D&D 5E What constitutes "DM Friendly" adventure / module in your opinion?

JonnyP71

Explorer
Thanks.

How about this:

Statblocks: Abbreviated statblock in the text. Full statblock at the end of the chapter/section

Maps: Map inline with the text, separate PDF Map folio supplied with printed book, separate printed map folio

Regarding the statblocks, no. I like to see all relevant details in the encounter information - no need for full descriptions, that's what the Monster Manual is for.

Eg 3 Goblins, AC15, HP 10,8,7, Spd 30, Saves Dex+2, Int/Con 0, Others -1, Stealth+6, Attacks 1 at +4, Damage 1-6+2 (Melee and Missile - range 80/320), Special Abilities - Darkvision, Nimble Escape

That's all most DMs will need, unnecessary to explain stuff in great detail, that's what preparation is for.

Maps, no need for one in the text - keep them separate. TSR for the most part did this perfectly.
 

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Regarding the statblocks, no. I like to see all relevant details in the encounter information - no need for full descriptions, that's what the Monster Manual is for.

I disagree. A product should stand on it's own. Yes, abreviated stat blocks in the encounter, BUT, full stat block in the appendix.

Otherwise a product ends up having "requirements", and that's bad. "Hey, buy my adventure, but if you don't have Volo's Guide and the Monster Manual you won't be able to actually use it..."

Yea, no.
 

Charlaquin

Goblin Queen (She/Her/Hers)
It's funny because to me this is the complete opposite of DM friendly.

I bought the adventure so I don't have to do that work.

I figured it would be for at least some people, and I totally get where you’re coming from. Me, I find descriptive text very easy to improvise, and prefer the flexibility afforded by just being told what information I need to convey to the players, and then left to convey it in my own way. I buy adventures to save myself the work of designing scenes, encounters, environments, etc.
 

ad_hoc

(they/them)
I figured it would be for at least some people, and I totally get where you’re coming from. Me, I find descriptive text very easy to improvise, and prefer the flexibility afforded by just being told what information I need to convey to the players, and then left to convey it in my own way. I buy adventures to save myself the work of designing scenes, encounters, environments, etc.

Yeah, I'm not saying you're wrong. I think this exchange validates the reason for this thread. What is "DM Friendly" will be different from DM to DM.

A followup question then would be how satisfied people are with the WotC adventures. Personally, I find them to be mostly DM Friendly.
 

3catcircus

Adventurer
For me, there has never been a perfectly DM-friendly adventure / module. I tend to not have a lot of time to modify and generally run them mostly as-is.

What I want:

1. Text that flows. I don't want to try to provide a description of a room, start describing it, and then have to backtrack because a vital piece of information that can change a room's status, contents or occupants is buried half-way into the next column of text.
2. Descriptions that fully describe the physical characteristics. Types of door(s) and locks. Types of walls. Ceiling height (vaulted, sloping, flat?) Temperature, smells, sounds, and lighting. Basically, if there is a map symbol from the Harnic interior map key (which I consider the gold standard for how to draw interior maps for rpgs), I'd like info on it a room's description.
3. If the product is a set of adventures that are linked, I want a logical linking of the plot listed at the very beginning (I'm looking at you, Mysteries of the Moonsea). Literally, you had to read ahead to the later adventures to figure out how the authors linked the earlier adventures to them. I also want the linking to be logical in how/why the adventures are linked. I shouldn't have to invent a plot hook.
4. Give me the locations in every official D&D setting if the adventure isn't setting-specific. Red Hand of Doom was a great example.
5. Give me a network diagram showing how I can link the module with other published modules to form an adventure path.
6. If I purchase a pdf, I want maps that can turn off layers for player maps vs. DM and I want battlemaps scaled to print.
 

Charlaquin

Goblin Queen (She/Her/Hers)
Yeah, I'm not saying you're wrong. I think this exchange validates the reason for this thread. What is "DM Friendly" will be different from DM to DM.
Agreed! It’s interesting stuff.

A followup question then would be how satisfied people are with the WotC adventures. Personally, I find them to be mostly DM Friendly.
Generally I find them pretty DM-unfriendly. The earlier stuff, like the Sundering series modules that they released leading up to 5e that were designed to be usable with 3.5, 4e, or the 5e playtest rules, were incredibly DM-friendly in my view. Some of the best modules I’ve ever read, in fact. Lost Mine of Phandelver was similarly an extremely friendly module for me. Conversely, Horde of the Dragon Queen was awful and very unfriendly. They’ve gotten a little better since then, I found Strahd to be passable, though I found the XP a bit challenging to manage. Storm King’s looked decent, if a little on the freeform side for my taste. I haven’t read Tomb because I’m going to be playing it, but I’ve heard good things about it.
 


Rod Staffwand

aka Ermlaspur Flormbator
Totally agree on the in-encounter mini-statblocks. I will not run any WotC adventures because of it. Flipping between the encounter, the NPC statblock in the back of the adventure, as well as a couple of different monster statblocks on different pages in the MM, and potentially looking up spells in the PH all at the same time is not DM friendly. Heck, every monster I use runs off of a mini-statblock. One sheet of them will get you every monster you need for a night's gaming and a bunch of extras to improvise with.

Also, brevity is key. I do not want fifteen pages of intricate backstory--save it for your novel, pal! Brief, evocative descriptions are also appreciated. If I get bored just looking at a wall of text, I'll probably get bored reading it to my players and they'll be bored listening to it. A great module gets out of its own way and lets the DM and players take it from there.

Structure and layout of locations and encounters is not terribly important as long as it's consistent. I'd rather have a bullet-pointed sketch rather than read-along blathering, but its not a deal breaker. What IS important is clearly identifying what is obvious to the players and what the hooks are to engage in the scenario (i.e. what the PCs can kill, take or "fiddle with").

Also, I've come to realize there are pretty much four paths a party can take to deal with an encounter: fighting, talking, sneaking or ignoring. A well-written adventure tells me what to do when the above happens. Roleplaying notes on monsters are also good, especially in combat.

Beyond that, I'm a fan of notes, lists and tables that give flavor I can drop in. If an adventure features a band of orcs as the primary baddies, give me a table of random orc names (Splatter Foot! Yellow Bone! Flayed Porpoise!) or a table of random orc "treasures" (a splattered foot! a yellow bone! a flayed porpoise!) that I can drop in to personalize them as needed.
 

delericho

Legend
I'm less inclined to rate the ability to pull sections out of an adventure (I have lots of adventures, so if I'm going to use one, I'll most likely use it as-is). And, likewise, I'm happy to read the adventure ahead of time, so don't need to be able to run it without.

One thing I like to see is adventures that at least try to address different ways PCs might try to deal with an encounter and try to account for different outcomes. Obviously, there's only so much can be done on either front, but at least some effort is appreciated.

I would second the "NPCs with good motivations" suggestion above.

I definitely like to see stat-blocks right there in the text. The next best option after that is to be referred to the sourcebook where they're found, with the worst being "see the appendix" - I can have multiple books open in front of me when I run easily enough, but having to keep flicking backwards and forwards in one book is a pain. (Although possibly even better still is to have all the stat-blocks gathered in a web support document that I can then print out and reference separately. That way I have all the monsters I need and only the monsters I need in an easy-to-reference guide.)
 

Charlaquin

Goblin Queen (She/Her/Hers)
One thing I like to see is adventures that at least try to address different ways PCs might try to deal with an encounter and try to account for different outcomes. Obviously, there's only so much can be done on either front, but at least some effort is appreciated.

I would second the "NPCs with good motivations" suggestion above.

I think these two things go hand in hand. If you know what the hostile NPCs want, it becomes much easier to work out alternative resolutions. For example, in the goblin ambush at the beginning of Lost Mines of Phandelver, the goblins are motivated by greed. They want to ambush travelers, take their stuff, and bring it back to their hideout. That encounter got a lot of notoriety for being very difficult for the first encounter of an introductory adventure, but it’s really only dangerous if you run it as a fight to the death. If you keep in mind that the goblins aren’t actively seeking to kill anyone, but are willing to if someone tries to stop them from taking the valuables from the cart, it becomes a much less deadly encounter.

Something that I do in my own prep that I never really see in adventure modules, but would be incredibly DM friendly in my opinion, is to lay out the goals, sources of conflict, and dramatic questions of encounters. So rather than just saying “there are four goblins hidden in the thickets on either side of the trail, they attack the PCs as soon as they reach the ambush sight,” it would be much more DM friendly to lay out

PC Motivation: The PCs are being paid to escort a catload of mining supplies to Phandalin.
Source of Conflict: Four Goblins are lying in wait to ambush travelers on the road.
Monster Motivation: Take anything of value from the cart and bring it back to Cragmaw Hideout
Dramatic Question: Can the PCs prevent the goblins from escaping with the mining supplies?

That changes the whole dynamic of the fight. It informs the goblins tactics, since their motivation is to escape safely with the PCs stuff, they’re less likely to waste time attacking the PCs, and more likely to Dash, Dodge, and Disengage to try to nab as much as they can and get away, only attacking PCs who block their route to the back of the cart. They might throw torchs in the cart as they run away in hopes the PCs will choose to deal with the fire rather than give chase. Most importantly, by explicitly stating the Source ofbthe conflict, it makes it easier for the DM to work out other ways that conflict might be resolved besides everyone on one side or the other being killed or otherwise incapacitated. And by stating the dramatic question, it makes it easier for the DM to recognize when the question has been answered and the encounter should be wrapped up.
 

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