What do you want out of an adventure?
Heavy combat?
Role play?
Puzzles?
All of these?
I would just like to hear your thoughts on the "perfect" adventure.
1) Any session without at least
some combat, is a session I consider a failed session at my table.
2) Any session where we end up in a "dungeon" is a failed session, at least at my table.
3) I dislike puzzles. I think traps are silly. They constantly remind me that I'm in a game. I approach RPGs from an "author-like" perspective, where my share of the writing responsibility is limited to what my characters do, or as GM, how the world reacts to the characters and what they do.
That said, how many fantasy books have you read that featured slogs through trap and monster filled "dungeons?"
4) All that said, some of my favorite sessions ever had little to no combat. They were all about roleplaying. The GM can help set up a scenario that facilitates that, but really, it's the characters, the players, and the chemistry that they have between them that makes that all happen. It can't be forced, only facilitated. And even then, it's sometimes a bit tricky. It takes a little bit of luck to really shine to its full potential.
5) I'm not really a fan of monsters, believe it or not. Monsters should be... well, monstrous, and therefore rare. Don't underestimate the amount of tension that some human(oid) "bad guys" can engender. Or heck, even just animals, if they're hunting to the best of their ability.
6) I like some dice-related challenges that are not combat-related in each session. A chance to do some unusual or intriguing things.
7) My favorite sessions tend to feature a strong element of mood... and its only occasionally the one that I as GM was shooting for.