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Opinions: What makes a good adventure?
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<blockquote data-quote="Old One" data-source="post: 1317" data-attributes="member: 83"><p>I will answer as a DM and as a Player...</p><p></p><p><strong><span style="font-size: 15px"><span style="color: green">DM's Perspective</span></span></strong></p><p></p><p>First off, I very rarely use modules/adventures "off the rack". I have found, over the years, that it takes me just as much time to modify a module - because I like to tinker with everyting - as it does to make my own. That said, here are the things I would look for:</p><ul> <li data-xf-list-type="ul"> Detachable maps and handouts - I hate having to flip back and forth or photocopy a map for use in an adventure<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite4" alt=":mad:" title="Mad :mad:" loading="lazy" data-shortname=":mad:" />!</li> <li data-xf-list-type="ul"> Stats in the body of the adventure</li> <li data-xf-list-type="ul"> Timeline - I prefer a matrix-type adventure flow, as opposed to a linear approach. A timeline and a couple of "if-then" contingencies are always nice</li> <li data-xf-list-type="ul"> Twists - a couple of good twists are always fun</li> </ul><p></p><p><strong><span style="font-size: 15px"><span style="color: green">Player's Perspective</span></span></strong></p><p></p><p>When I play, which is all too infrequently, I look for the following:</p><ul> <li data-xf-list-type="ul"> Consistency</li> <li data-xf-list-type="ul"> Variety of challenges - straight-up combat is fun, but I like adventures that combine intrigue, combat, puzzules and twists in equal doses</li> <li data-xf-list-type="ul"> Matrix Structure - I really dislike one-dimensional, linear adventures. It should be about choices and consequences.</li> </ul><p></p><p>My two coppers!</p><p></p><p>Old One</p></blockquote><p></p>
[QUOTE="Old One, post: 1317, member: 83"] I will answer as a DM and as a Player... [b][size=4][color=green]DM's Perspective[/color][/size][/b] First off, I very rarely use modules/adventures "off the rack". I have found, over the years, that it takes me just as much time to modify a module - because I like to tinker with everyting - as it does to make my own. That said, here are the things I would look for: [list] [*] Detachable maps and handouts - I hate having to flip back and forth or photocopy a map for use in an adventure:mad:! [*] Stats in the body of the adventure [*] Timeline - I prefer a matrix-type adventure flow, as opposed to a linear approach. A timeline and a couple of "if-then" contingencies are always nice [*] Twists - a couple of good twists are always fun [/list] [b][size=4][color=green]Player's Perspective[/color][/size][/b] When I play, which is all too infrequently, I look for the following: [list] [*] Consistency [*] Variety of challenges - straight-up combat is fun, but I like adventures that combine intrigue, combat, puzzules and twists in equal doses [*] Matrix Structure - I really dislike one-dimensional, linear adventures. It should be about choices and consequences. [/list] My two coppers! Old One [/QUOTE]
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