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What do you want in a published adventure? / Adventure design best practices?
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<blockquote data-quote="aco175" data-source="post: 7158979" data-attributes="member: 27385"><p>I think that I'm one of the few that would like to see modules set up like 4e where each encounter was laid out with full monster stat blocks. I know that it takes up more room and page layout, but it makes the game run faster and better on the DMs end. </p><p></p><p>Giant maps and pictures for each room and NPC are cool, but may not be needed. I want the PDF modules easy to print and laid out sensibly. For books like Wizards make, I would rather have an easier layout over pictures and other art. Maybe the cost would be less as well. $50 is a steep price, but they do take PCs from level 1-15 or such. I guess if there are 5 smaller modules that do the same for $10 each it works out. For DMsGuild modules I like to have a good preview to see the layout and style. I should also have a good idea of the location and plot. Typically these are only a few dollars or even free, so I expect less than I do from Wizards, although I have seen some that are very well done. </p><p></p><p>I find that low-level modules can be more basic is plot and background. If they are designed for new groups then you need a fairly straightforward adventure. They can be more generic and placed most places or can be made for a specific location and DMs can move them if they feel confident enough. As the level of the adventure goes up, so should the complexity of the plot and the need for more background and things like NPC motivations. </p><p></p><p>New monsters and new items are ok but not needed. I think that some of these are in a module just to have them and they may not add to things. Modified monsters are fine if they fit, such as a camp of orcs and there is a chief or wolf master orc rather than saying the one with max HP is the leader. Another hold over from 4e that I like over the design of 5e.</p></blockquote><p></p>
[QUOTE="aco175, post: 7158979, member: 27385"] I think that I'm one of the few that would like to see modules set up like 4e where each encounter was laid out with full monster stat blocks. I know that it takes up more room and page layout, but it makes the game run faster and better on the DMs end. Giant maps and pictures for each room and NPC are cool, but may not be needed. I want the PDF modules easy to print and laid out sensibly. For books like Wizards make, I would rather have an easier layout over pictures and other art. Maybe the cost would be less as well. $50 is a steep price, but they do take PCs from level 1-15 or such. I guess if there are 5 smaller modules that do the same for $10 each it works out. For DMsGuild modules I like to have a good preview to see the layout and style. I should also have a good idea of the location and plot. Typically these are only a few dollars or even free, so I expect less than I do from Wizards, although I have seen some that are very well done. I find that low-level modules can be more basic is plot and background. If they are designed for new groups then you need a fairly straightforward adventure. They can be more generic and placed most places or can be made for a specific location and DMs can move them if they feel confident enough. As the level of the adventure goes up, so should the complexity of the plot and the need for more background and things like NPC motivations. New monsters and new items are ok but not needed. I think that some of these are in a module just to have them and they may not add to things. Modified monsters are fine if they fit, such as a camp of orcs and there is a chief or wolf master orc rather than saying the one with max HP is the leader. Another hold over from 4e that I like over the design of 5e. [/QUOTE]
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