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What do you want in a published adventure? / Adventure design best practices?
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<blockquote data-quote="transtemporal" data-source="post: 7156906" data-attributes="member: 6777693"><p>1) A synopsis for each chapter, so you know the major beats and a clear idea of what constitutes the start and what constitutes the end</p><p>2) A conclusion for each chapter, dealing with the probable outcomes and suggestions if they didn't find clue x, y, z</p><p>3) Boxed text - I find it useful as a DM to be able to quickly identify which bits can be read or paraphrased to the PCs. Sifting through the explanatory text to suss out what is safe to read and what isn't is a pain.</p><p>4) General features of encounter areas at the start - walls, floors, ceilings, doors, chests, lighting, alarms. Adventures have gotten much better at this over the years. This should actually include a little bit about the type of construction for verisimilitude - is it reinforced earthworks, perfect cut dressed stone, weird organic metal or whatever. Sometimes adventures just leave it at "its a dungeon, you know, like all those dungeons that are common in modern times".</p></blockquote><p></p>
[QUOTE="transtemporal, post: 7156906, member: 6777693"] 1) A synopsis for each chapter, so you know the major beats and a clear idea of what constitutes the start and what constitutes the end 2) A conclusion for each chapter, dealing with the probable outcomes and suggestions if they didn't find clue x, y, z 3) Boxed text - I find it useful as a DM to be able to quickly identify which bits can be read or paraphrased to the PCs. Sifting through the explanatory text to suss out what is safe to read and what isn't is a pain. 4) General features of encounter areas at the start - walls, floors, ceilings, doors, chests, lighting, alarms. Adventures have gotten much better at this over the years. This should actually include a little bit about the type of construction for verisimilitude - is it reinforced earthworks, perfect cut dressed stone, weird organic metal or whatever. Sometimes adventures just leave it at "its a dungeon, you know, like all those dungeons that are common in modern times". [/QUOTE]
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What do you want in a published adventure? / Adventure design best practices?
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