Help me make WotC adventures better.

I would also strongly advocate taking another good look at the "Delve" format. The 4e version is much better than the 3e version, it's true, but I still find that it makes the adventures too rigid in construction - encounters all have a certain pattern to them, monsters never move from one location to another (and, worse, always remain in the same space until encountered), and so on. In theory, I'm a fan of the format; in practice, I have grown to loathe it.

This. Also, if you have only 32 pages in your adventure, you really don't want to use 2 pages per encounter. Yes for a couple setpieces, but try to trust your DM a bit on some of the lesser encounters.
 

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This. Also, if you have only 32 pages in your adventure, you really don't want to use 2 pages per encounter. Yes for a couple setpieces, but try to trust your DM a bit on some of the lesser encounters.
Yes! In fact, look at what they did in the Trollhaunt adventure. The "Additional Trollhaunt Encounters". You have multiple encounter suggestions on a single page!

This is one way to handle the non-essential encounters, suggestions to "flesh out this area at your choice".

If the adventure is 32 pages, don't be so focused on getting folks to level up 3 levels. Go 1 level, and give them the additional encounter suggestions if they want to beef up.
 

I'm just reading Labyrinth of Madness (from 2e) for converting it to 4e. I don't see anything even _remotely_ like it in 4e. Puzzles have been completely missing from 4e as far as I can tell.

There's a collect-the-pieces tangram puzzle in Sceptre Tower of Spellgard... which is pretty bad. (The mod essentially tells you to construct the puzzle yourself based on a verbal description and an rough artist's sketch, although based on the sizes, I gather you were supposed to use the backs of Dungeon Tiles or something. The parts list itself is slightly off. Finally, the puzzle itself is pretty trivial due to one of the pieces having a "unique shape"...)
 

Yes! In fact, look at what they did in the Trollhaunt adventure. The "Additional Trollhaunt Encounters". You have multiple encounter suggestions on a single page!

Didn't they do something very similar in Demon Queen's Enclave? I seem to remember that there were a great bunch of ideas crammed in there - and then unfortunately the rest of the adventure left much less of an impression on me.
 

Is that like the NPC plot tangents hinted at in Thunderspire Labyrinth that tended to be more interesting than the actual story? ;) I think we may be seeing a pattern here.

-The Gneech :cool:
 

Just a fairly broad suggestion here since I think (for once) the community is pretty much unanimous on what they want (less linear, less combat).

What I would like to see in modules is better use of maps. Currently, what we generally get is a single, static picture of the adventure location - the delve format places the monsters in a given room at a given point in time. I think you could have a few maps - small ones only for the DM - that show how the adventure location reacts to invasion.

You'd need three maps - the baseline "at rest" map, a "The alarm has just rung, where is everyone going " map and a "High alert" map. You can place all the monsters directly on these maps and draw routes for how they move.

As it stands, most maps at best show monsters and furniture and traps. Maps make an excellent visual resource for detailing much more information than that without greatly increasing page count.
 

I'd just like to mention one element which I think hasn't been touched on very much so far: DM advice.

No matter how good your adventures are, remember that all of them, almost without exception, have to be filtered through DMs. Hence, anything that can help the DM do a better job at bringing out the interesting aspects of an encounter or an adventure will have a significant effect on how the adventure is received.

One good example was the issue mentioned by mshea and Mustrum_Ridcully of making it very clear, perhaps in a separate section, how elements of the adventure (encounters, locations, NPCs, items, information, etc.) link to another, e.g. how items or information gained from one encounter could be useful in another. Ideally, this information should be presented both when the element is first encountered and when it is eventually used so that it is easier for the DM to cross-reference.

Similarly, in order to counter the problem mentioned by some of the other posters that encounters are dull, repetitive or not meaningful, you could provide the following information and advice to the DM:
1. What is at stake in this encounter (beyond PC survival)? What happens if the PCs fail to overcome it? How can this information be communicated to the PCs?

2. What is distinctive or interesting about this encounter that would make it stand out from the other encounters in the adventure? How can the DM bring out or emphasize the distinctive or interesting elements? If it is a monster's special ability, how should the DM ensure that it is used in a way that maximizes its impact? If it is a terrain element, how can the DM ensure that the PCs are aware of it and deal with it? (Even if that means staying well away from it.)

3. Perhaps more broadly, what is the purpose of this encounter? What sort of feelings, emotions or thoughts should the DM be trying to evoke in the players, and how should he do it? If it is meant to be a simple encounter for the players to beat down on inferior opponents and feed good about themselves, how should the DM describe the opponents' appearance and reactions? If it is meant to be the climactic encounter of the adventure or campaign arc, how can the DM ensure that tension remains high until the final blow (whichever the winning side happens to be) is struck?​
And perhaps the acid test for any encounter should be: if there isn't much at stake, there isn't anything distinctive, and it doesn't have much purpose, then it shouldn't even be in the adventure in the first place!
 

I'd just like to mention one element which I think hasn't been touched on very much so far: DM advice.!

this should go without saying. but maybe it is an art that has been lost over the last 30+ years.

the adventure in the hands of the DM is for the DM to read and adjust for his group and campaign.

adventures aren't meant to be purchased and read by every tom, dick and harry. it kills the suspension.

the whole adventure should be DM advice.
 


Humour

not necessarily "silliness" but grim, manical, explosive or just plain "I didn't expect THAT to explode in the BBEG's hand!" kind of thing ;)
adventurers would tend to enjoy such...it hugely helps the feel of a game.

hey throw in some classic movie quotes, like findining a torurer in the midst of his work about to get "Lecktor-ish" with a fave NPC:
"Don't worry honey, it won't hurt till it hits the bone!" :p

oh and mayhem, big fizzing tub thumping caught in the middle of a massive street fight/war etc mayhem.
Think "Big Touble In Little China"
oh and that's ANOTHER thing:

visuals!!!!
the beauty, weird wonderous nature of settings: atmosphere...

:)
 

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