Turanil
First Post
Be it a commercial module, or one found for free on the internet, what are the essential features of an adventure?
I mean:
-- I guess, something easy to put in most campaign setting with little work, but does it make a module bland and boring vanilla?
-- Long and complex adventures, or something short and small easy to run in one gaming session?
-- Detailed texts about every furniture and stone carving in a given room, or something short, easy to read quickly, that will let the DM improvise?
-- Myself I am tired, if not irritated by riddles at every corner, and traps that are there for no reason*. I am also tired of dungeons with living creatures waiting in a room that someone eventually enters it. What are the things that aggravate you?
-- In short, the must have and must not have of modules for you being enticed to run them.
(*: I still remember an adventure 20 years ago, when my character did put his hand into a natural hole in a tree, to see if there was something inside. The DM was upset that I didn't ask for a notice (spot) check beforehand, so punished me into having a trap inside that hole, waiting for the first hand to come by. How stupid it was. Now, the same DM was fond of inept dungeon where you must solve all powerful magical riddles to go ahead.)
I mean:
-- I guess, something easy to put in most campaign setting with little work, but does it make a module bland and boring vanilla?
-- Long and complex adventures, or something short and small easy to run in one gaming session?
-- Detailed texts about every furniture and stone carving in a given room, or something short, easy to read quickly, that will let the DM improvise?
-- Myself I am tired, if not irritated by riddles at every corner, and traps that are there for no reason*. I am also tired of dungeons with living creatures waiting in a room that someone eventually enters it. What are the things that aggravate you?
-- In short, the must have and must not have of modules for you being enticed to run them.
(*: I still remember an adventure 20 years ago, when my character did put his hand into a natural hole in a tree, to see if there was something inside. The DM was upset that I didn't ask for a notice (spot) check beforehand, so punished me into having a trap inside that hole, waiting for the first hand to come by. How stupid it was. Now, the same DM was fond of inept dungeon where you must solve all powerful magical riddles to go ahead.)