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What do you want in a published adventure? / Adventure design best practices?
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<blockquote data-quote="Schmoe" data-source="post: 7157631" data-attributes="member: 913"><p>This is a great question. I'm currently running Keep on the Borderlands for some D&D newbies. It's been many years since I looked at the module, but now that I'm running it I see several places where it has not aged well <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> For me, some of the most egregious things that are missing are, in no particular order:</p><p></p><ul> <li data-xf-list-type="ul">Boxed text. This is sooo important for a DM to give a concise description of what is visible to the characters without hunting through an area description to make sure I've covered everything. And I can't tell you how many times I accidentally gave away too much information to the players. I rarely read boxed text word for word, and I don't like boxed text that includes enemies or presupposes PC actions, but it's a useful script that I can follow to make sure I cover the important details without giving away too much. As several people have mentioned earlier, it can be helpful to make a quick note upfront of something transient in the boxed text. For example, if the boxed text assumes that the bonfire is raging, a quick note that says "Adjust this text if the bonfire is extinguished," is all you need.</li> </ul> <ul> <li data-xf-list-type="ul">Well-organized room descriptions. I'd like the information in each room to be relatively well-organized. I don't think it needs to follow a strict format like some 3.5 adventures with Creature/Trap/Treasure sections, but the information should be logically presented. Start with the active occupants of a room. Describe hazards along with the area of the room in which they'll be encountered. <em>Use paragraphs.</em></li> </ul> <ul> <li data-xf-list-type="ul">Have multiple adventure threads. This mostly applies to a "setting"-type adventure, such as an open-ended dungeon. Having several interesting plots and sub-plots in motion really helps to give me ideas to keep the sessions feeling dynamic and interesting. I can work with a blank slate, but I'm really slow at it. Even if the adventure has one strong main sequence of events, sprinkle in some ideas for side-treks or other complicating scenarios. These can be presented as optional, and shouldn't be a distraction from running the adventure "cold", but they help a DM like me make the adventure my own.</li> </ul><p></p><p>On the topic of monster stats, I don't like having full stat blocks in the adventure text. The roster in the back is useful, and it would be even more useful if it came as a separate booklet or a separate sheet. I DO like having reduced stat blocks in the adventure text, though. These should be extremely brief and just serve as a reminder. If I need the full details I'll refer to one of several references (the roster or the MM), but I don't need a reference to play Orc #527 in a combat. An example would be something like:</p><p></p><p><em>"Sitting in a circle around the table are 3 orcs wearing studded leather and armed with hatchets (AC: 14, HP: 3,5,6, Attack: +1, 1d6+1)."</em></p><p></p><p>That's it, nothing too much. Seeing the stats is a quick marker that my eye catches when scanning the room description, letting me know that there is a creature I need to be aware of. I have the HP and can resolve a few attacks, and I can look up the rest as needed.</p><p></p><p>Finally, I like when adventures offer something new. This can be a new treasure, a new monster, new spells, anything really. It should enhance the adventure and strengthen its theme.</p></blockquote><p></p>
[QUOTE="Schmoe, post: 7157631, member: 913"] This is a great question. I'm currently running Keep on the Borderlands for some D&D newbies. It's been many years since I looked at the module, but now that I'm running it I see several places where it has not aged well :) For me, some of the most egregious things that are missing are, in no particular order: [list]Boxed text. This is sooo important for a DM to give a concise description of what is visible to the characters without hunting through an area description to make sure I've covered everything. And I can't tell you how many times I accidentally gave away too much information to the players. I rarely read boxed text word for word, and I don't like boxed text that includes enemies or presupposes PC actions, but it's a useful script that I can follow to make sure I cover the important details without giving away too much. As several people have mentioned earlier, it can be helpful to make a quick note upfront of something transient in the boxed text. For example, if the boxed text assumes that the bonfire is raging, a quick note that says "Adjust this text if the bonfire is extinguished," is all you need.[/list] [list]Well-organized room descriptions. I'd like the information in each room to be relatively well-organized. I don't think it needs to follow a strict format like some 3.5 adventures with Creature/Trap/Treasure sections, but the information should be logically presented. Start with the active occupants of a room. Describe hazards along with the area of the room in which they'll be encountered. [i]Use paragraphs.[/i][/list] [list]Have multiple adventure threads. This mostly applies to a "setting"-type adventure, such as an open-ended dungeon. Having several interesting plots and sub-plots in motion really helps to give me ideas to keep the sessions feeling dynamic and interesting. I can work with a blank slate, but I'm really slow at it. Even if the adventure has one strong main sequence of events, sprinkle in some ideas for side-treks or other complicating scenarios. These can be presented as optional, and shouldn't be a distraction from running the adventure "cold", but they help a DM like me make the adventure my own.[/list] On the topic of monster stats, I don't like having full stat blocks in the adventure text. The roster in the back is useful, and it would be even more useful if it came as a separate booklet or a separate sheet. I DO like having reduced stat blocks in the adventure text, though. These should be extremely brief and just serve as a reminder. If I need the full details I'll refer to one of several references (the roster or the MM), but I don't need a reference to play Orc #527 in a combat. An example would be something like: [i]"Sitting in a circle around the table are 3 orcs wearing studded leather and armed with hatchets (AC: 14, HP: 3,5,6, Attack: +1, 1d6+1)."[/i] That's it, nothing too much. Seeing the stats is a quick marker that my eye catches when scanning the room description, letting me know that there is a creature I need to be aware of. I have the HP and can resolve a few attacks, and I can look up the rest as needed. Finally, I like when adventures offer something new. This can be a new treasure, a new monster, new spells, anything really. It should enhance the adventure and strengthen its theme. [/QUOTE]
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