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What makes a good adventure for DM's?
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<blockquote data-quote="Guillaume" data-source="post: 1461819" data-attributes="member: 8052"><p><span style="font-size: 10px">For me, two things spring to mind : a good story and good layout. The story has to pique my interest. It has to have elements that will make me go : OOOH I want to try this ! It's not that it has to be completely new, but it has to have enough of a story with enough twist to make it fresh.</span></p><p> </p><p><span style="font-size: 10px">On the second aspect, it's more a practical one. The technical information has to be readily available and easily accessible. The thing that annoys me the most is when I have to spend hours looking up stuff either in the adventure text itself or some manual. It's even more frustrating when it refers to rules/spells/magic items/etc. that are not in the core rules and in a thrid party book I do not own. There goes some more time in adapting the adventure. It's just annoying.</span></p><p> </p><p><span style="font-size: 10px">My 2 cents.</span></p></blockquote><p></p>
[QUOTE="Guillaume, post: 1461819, member: 8052"] [size=2]For me, two things spring to mind : a good story and good layout. The story has to pique my interest. It has to have elements that will make me go : OOOH I want to try this ! It's not that it has to be completely new, but it has to have enough of a story with enough twist to make it fresh.[/size] [size=2]On the second aspect, it's more a practical one. The technical information has to be readily available and easily accessible. The thing that annoys me the most is when I have to spend hours looking up stuff either in the adventure text itself or some manual. It's even more frustrating when it refers to rules/spells/magic items/etc. that are not in the core rules and in a thrid party book I do not own. There goes some more time in adapting the adventure. It's just annoying.[/size] [size=2]My 2 cents.[/size] [/QUOTE]
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What makes a good adventure for DM's?
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