Li Shenron
Legend
"DM friendly" at its best means to me an adventure that I can run without reading beforehand. It doesn't necessarily mean zero reading, but if I have to read all pages of it then it's not friendly.
Things that help:
- One page of a good comprehensive summary, focused on the plot and the possible story forks, with short key descriptions of the main characters. Ideally, this is the only part that I would like to be required to read before the first session. If the adventure is long, and can be divided in chapters, have a summary for each chapter.
- Completely avoid general DMing instructions, such as "how you can customize this adventure". This is useless information for experienced DMs, and beginners DMs should learn this stuff from the DMG, that's what the book is for.
- "Read aloud text" is actually a very good aid instead. For an adventure to be runnable on the fly, it's really useful that each time the PCs enter a new location or encounter a new NPC/monster, the adventure provides a descriptive text to convey the visuals and first impression. It also clearly identifies what the PCs are supposed to know vs what should be hidden from them.
Honestly, if I buy an adventure, I expect it to be complete. I hate adventures that requires you to fill some parts. I am an experienced DM, and so if I want to run a homebrew adventure I have no problems designing one from scratch, but if I pay money I expect that someone else has already done the job for me. Then, if I don't like some parts, it's a piece of cake to swap them with something else. Don't like the encounter with the monster X? What's so hard with swapping it with monster Y? But if the adventure has an empty location and says "now you decide what is in this room", then I am actually forced to do the job. Half-written adventures are the worst, you have to pay full-price for them and still do some work. The point is, if I want to do the work, I can still do so on top of a complete adventure, but with a half-written adventure I don't have the option.
Things that help:
- One page of a good comprehensive summary, focused on the plot and the possible story forks, with short key descriptions of the main characters. Ideally, this is the only part that I would like to be required to read before the first session. If the adventure is long, and can be divided in chapters, have a summary for each chapter.
- Completely avoid general DMing instructions, such as "how you can customize this adventure". This is useless information for experienced DMs, and beginners DMs should learn this stuff from the DMG, that's what the book is for.
- "Read aloud text" is actually a very good aid instead. For an adventure to be runnable on the fly, it's really useful that each time the PCs enter a new location or encounter a new NPC/monster, the adventure provides a descriptive text to convey the visuals and first impression. It also clearly identifies what the PCs are supposed to know vs what should be hidden from them.
Honestly, if I buy an adventure, I expect it to be complete. I hate adventures that requires you to fill some parts. I am an experienced DM, and so if I want to run a homebrew adventure I have no problems designing one from scratch, but if I pay money I expect that someone else has already done the job for me. Then, if I don't like some parts, it's a piece of cake to swap them with something else. Don't like the encounter with the monster X? What's so hard with swapping it with monster Y? But if the adventure has an empty location and says "now you decide what is in this room", then I am actually forced to do the job. Half-written adventures are the worst, you have to pay full-price for them and still do some work. The point is, if I want to do the work, I can still do so on top of a complete adventure, but with a half-written adventure I don't have the option.