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What makes a good adventure for DM's?
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<blockquote data-quote="Psion" data-source="post: 1461901" data-attributes="member: 172"><p>For me:</p><p></p><ul> <li data-xf-list-type="ul"><strong>Adaptability</strong> - Too many adventures are inflexible and put all the onus on the DM to hammer it into his own world. Well written adventures should make the structure of involved organizations, locales, etc., obvious and portable so the DM can swap out relevant details easily. Banewarrens does a class job here.</li> <li data-xf-list-type="ul"><strong>Originality</strong> - To me, the beleagured village you must save from the mage/demon/undead/humanoids that are oppressing/threatening them have become also as cliche as the hooded stranger in the bar. Gimme something more than a dungeon full of baddies to hack.</li> <li data-xf-list-type="ul"><strong>Plans for the PCs abilities, instead of simply blocking them or (worse) ignoring them</strong> - Things like scrying and teleporting should be beneficial but not make the game trivial.</li> <li data-xf-list-type="ul"><strong>No plot bottlenecks</strong> - Don't make adventures with crucial junctures with only one possible solution that is difficult to complete.</li> <li data-xf-list-type="ul"><strong>Be clear and summarize all important plot information</strong> - I don't want some crucial plot point burried in a peripheral note in the back of the book. Tell me up front all of the crucial details about the situation.</li> </ul></blockquote><p></p>
[QUOTE="Psion, post: 1461901, member: 172"] For me: [list] [*][b]Adaptability[/b] - Too many adventures are inflexible and put all the onus on the DM to hammer it into his own world. Well written adventures should make the structure of involved organizations, locales, etc., obvious and portable so the DM can swap out relevant details easily. Banewarrens does a class job here. [*][b]Originality[/b] - To me, the beleagured village you must save from the mage/demon/undead/humanoids that are oppressing/threatening them have become also as cliche as the hooded stranger in the bar. Gimme something more than a dungeon full of baddies to hack. [*][b]Plans for the PCs abilities, instead of simply blocking them or (worse) ignoring them[/b] - Things like scrying and teleporting should be beneficial but not make the game trivial. [*][b]No plot bottlenecks[/b] - Don't make adventures with crucial junctures with only one possible solution that is difficult to complete. [*][b]Be clear and summarize all important plot information[/b] - I don't want some crucial plot point burried in a peripheral note in the back of the book. Tell me up front all of the crucial details about the situation. [/list] [/QUOTE]
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