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What makes a good adventure for DM's?
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<blockquote data-quote="DragonLancer" data-source="post: 1462202" data-attributes="member: 11868"><p>Lets see...</p><p></p><p>1. Don't railroad. Make sure that the module layout allows for the players to make the choices.</p><p>2. I don't mind the stranger in the tavern style introduction for low level adventures, but for higher level modules it doesn't make much sense.</p><p>3. Detailed background and plot, but without being convoluted and hard to get your head around.</p><p>4. A plot that actually interests the players. Far too many just get a shrug and the players go along with it.</p><p>5. Easily adaptable to a homebrew or published world.</p><p>6. NPC and monster stats in the relevant room/area description rather than stuck in the appendix.</p><p>7. Fewer magic items/treasure. Modules just seem to have far too much in them, and the DM has go through and weed most of it out.</p><p></p><p>and</p><p></p><p>8. Don't inlcude magical effects that can't be duplicated. Example being: In NightFang Spire module, there is a "fountain" that pours out healing "liquid" several times per day. Theres no reason for it, it just is. My players tried to tear the thing out the floor and carry it with them out of their. When I had it cease function when they did, they complained - Not because I did, but because they don't like magical things that don't actually exist and are just put in for the sake of it.</p></blockquote><p></p>
[QUOTE="DragonLancer, post: 1462202, member: 11868"] Lets see... 1. Don't railroad. Make sure that the module layout allows for the players to make the choices. 2. I don't mind the stranger in the tavern style introduction for low level adventures, but for higher level modules it doesn't make much sense. 3. Detailed background and plot, but without being convoluted and hard to get your head around. 4. A plot that actually interests the players. Far too many just get a shrug and the players go along with it. 5. Easily adaptable to a homebrew or published world. 6. NPC and monster stats in the relevant room/area description rather than stuck in the appendix. 7. Fewer magic items/treasure. Modules just seem to have far too much in them, and the DM has go through and weed most of it out. and 8. Don't inlcude magical effects that can't be duplicated. Example being: In NightFang Spire module, there is a "fountain" that pours out healing "liquid" several times per day. Theres no reason for it, it just is. My players tried to tear the thing out the floor and carry it with them out of their. When I had it cease function when they did, they complained - Not because I did, but because they don't like magical things that don't actually exist and are just put in for the sake of it. [/QUOTE]
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What makes a good adventure for DM's?
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