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What makes a good adventure for DM's?
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<blockquote data-quote="Inconsequenti-AL" data-source="post: 1462157" data-attributes="member: 6584"><p>Like others said: Adventures that are clearly laid out, interesting and lack bottlenecks or really railroady stuff. I particularly don't like the - 'Take them alive and imprison them' railroads. I've seen a number with no 'what if they escape' option. IME, smart players nearly always get away from them! Especially at higher levels.</p><p></p><p>Interesting ideas that I can steal, if I don't want to use the entire adventure - that wins serious brownie points...</p><p></p><p>If they can make me look good without trying too hard then even better! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /> </p><p></p><p>What I would like to see is someone pick up the style Shadowrun adventures used to be published in. The module would be chopped up into scenes. Each would start with ways of getting to the scene, what was going on, who was involved. Then it would have a number of the ways they thought it most likely for the scene to resolve and what the GM could do next - which scenes might logically follow. At the back of the book, there was some overall information about the plot and blocks for the major NPCs - with where they might pop up and some background. They were great - the good ones made it really easy to run non linear games.</p></blockquote><p></p>
[QUOTE="Inconsequenti-AL, post: 1462157, member: 6584"] Like others said: Adventures that are clearly laid out, interesting and lack bottlenecks or really railroady stuff. I particularly don't like the - 'Take them alive and imprison them' railroads. I've seen a number with no 'what if they escape' option. IME, smart players nearly always get away from them! Especially at higher levels. Interesting ideas that I can steal, if I don't want to use the entire adventure - that wins serious brownie points... If they can make me look good without trying too hard then even better! :D What I would like to see is someone pick up the style Shadowrun adventures used to be published in. The module would be chopped up into scenes. Each would start with ways of getting to the scene, what was going on, who was involved. Then it would have a number of the ways they thought it most likely for the scene to resolve and what the GM could do next - which scenes might logically follow. At the back of the book, there was some overall information about the plot and blocks for the major NPCs - with where they might pop up and some background. They were great - the good ones made it really easy to run non linear games. [/QUOTE]
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What makes a good adventure for DM's?
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