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What do you want in a published adventure? / Adventure design best practices?
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<blockquote data-quote="Lanefan" data-source="post: 7156896" data-attributes="member: 29398"><p>I'll try.</p><p></p><p>Let's say there's a "long" stairway from level 1 to level 2. On the level 1 map you see the stairs fading into whatever graphic is used for background stonework. On the level two map you see the stairs fading in, ditto. But nowhere does it ever tell you the actual distance in feet (either horizontal or vertical, and both are useful) between the top of the stairs and the bottom. This makes it impossible to determine how the maps fit together vertically (unless there's some other feature e.g. a well or shaft that links the two), leading to problems trying to adjudicate what is found with things like detection or location spells that don't care about obstacles (some games have them work this way), or what will be found if they decide to dig through the floor.</p><p></p><p>No no no!!! Horrible! Awful! (can you tell I don't like this method?)</p><p></p><p>I never want to have to separately photocopy anything; and even if I do it still involves looking at two different pages to get the info that should be on one.</p><p></p><p>Much better. And if a monster is known to move around then either repeat the stat block in each place it might be seen or point to the room where it is. Ideally, if the write-up is on the same two-page spread then just point to it; if it requires flipping a page then repeat it.</p><p></p><p>Boxed text doesn't need to win any literary awards, just give the relevant info in concise terms. Then again, if they're not paying attention even after you suggest they should maybe a few times of having disadvantage on perception or searching might be a cure? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>I've no idea what the Hagia Sophia is, but if it gets to that point you're probably already into too much detail. "20 x 30' with an angled cut in the northwest corner, ceiling about 15' high in the middle and 10' high at the sides, 10' diameter pool in the middle with a 2'-high lip around it, no obvious exits. In the middle of the pool is a mermaid statue." If a room or cavern is really odd-shaped perhaps include a suggestion for the DM to quickly map it out for the players instead of trying to describe it.</p><p>Just note that the boxed text will have to be altered to suit if these conditions have changed.</p><p>The general features bit is great, as long as it's highlighted with great big neon signs and is in a logical place e.g. with other overview stuff such as wandering monsters.</p><p></p><p>One other thing to always note - please! - is which way the bloody doors open. So many modules ignore this little but very important detail, and it's so very easy to show on the map.</p><p></p><p>Lan-"if several rooms are the same, a master write-up for one followed by only what's different about the others can save a lot of space"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7156896, member: 29398"] I'll try. Let's say there's a "long" stairway from level 1 to level 2. On the level 1 map you see the stairs fading into whatever graphic is used for background stonework. On the level two map you see the stairs fading in, ditto. But nowhere does it ever tell you the actual distance in feet (either horizontal or vertical, and both are useful) between the top of the stairs and the bottom. This makes it impossible to determine how the maps fit together vertically (unless there's some other feature e.g. a well or shaft that links the two), leading to problems trying to adjudicate what is found with things like detection or location spells that don't care about obstacles (some games have them work this way), or what will be found if they decide to dig through the floor. No no no!!! Horrible! Awful! (can you tell I don't like this method?) I never want to have to separately photocopy anything; and even if I do it still involves looking at two different pages to get the info that should be on one. Much better. And if a monster is known to move around then either repeat the stat block in each place it might be seen or point to the room where it is. Ideally, if the write-up is on the same two-page spread then just point to it; if it requires flipping a page then repeat it. Boxed text doesn't need to win any literary awards, just give the relevant info in concise terms. Then again, if they're not paying attention even after you suggest they should maybe a few times of having disadvantage on perception or searching might be a cure? :) I've no idea what the Hagia Sophia is, but if it gets to that point you're probably already into too much detail. "20 x 30' with an angled cut in the northwest corner, ceiling about 15' high in the middle and 10' high at the sides, 10' diameter pool in the middle with a 2'-high lip around it, no obvious exits. In the middle of the pool is a mermaid statue." If a room or cavern is really odd-shaped perhaps include a suggestion for the DM to quickly map it out for the players instead of trying to describe it. Just note that the boxed text will have to be altered to suit if these conditions have changed. The general features bit is great, as long as it's highlighted with great big neon signs and is in a logical place e.g. with other overview stuff such as wandering monsters. One other thing to always note - please! - is which way the bloody doors open. So many modules ignore this little but very important detail, and it's so very easy to show on the map. Lan-"if several rooms are the same, a master write-up for one followed by only what's different about the others can save a lot of space"-efan [/QUOTE]
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