Hi there,
Monte Cook has tried to tackle this very problem with his Weird Discoveries book for Numenera. There is also a similar book called Strange Revelations for The Strange. Each adventure is six pages and is designed to be run with only a few minutes prep. I’ve not run any of the adventures but the way they are presented is very cool. Pretty sure you can download a preview that demonstrates the format.
Cheers
Rich
Fairly early in the Encounter's program, 2010 & 11, the modules rose (or sank?) to that level. Crystal Cave was a turning point, you did have to prep that one, a bit, and keep track of what happened last time - it was also just a better adventure in many ways, a trade-off.Is it really impossible to write a short adventure with a fairly straight-forward story (I wouldn't expect it to be an Agatha Christie's level of intrigue!), and design it in a format that requires ZERO preparation? Has there ever been an attempt at presenting an adventure that the DM could just crack it open and start reading it aloud to the players at the table, hearing the story herself for the first time? What is really the reason preventing such design?
To be fair, everything about Numenera makes life easier for the GM. I backed it in a heartbeat when I discovered you can make a monster with a single near-arbitrary number. If it wasn't for the very limited level progression (6 tiers), I'd likely be playing that instead of 5E even today. I've tried for for a couple of years now to find a way to take that simple approach in other systems, but nothing ever has that same elegance.
That's a tough post to tackle - I'll do what I can.I am curious about the Cypher System (both Numenera and The Strange use this gaming engine).
Some of the critiques about it suggested it indulged the ‘Linear Fighter / Quadratic Wizard’ problem that plagues earlier editions of D&D. Is this a fair critique? If so, is there a simple way to fix it?
I care about balance, and prefer to hesitate before investing my time in a system unless I am confident about its balance. No matter how cool it looks. And it looks cool!
Sorry to sidetrack this thread but I notice there's a Kickstarter at the moment for Numenera - do we know if that's the same basic engine?
I second this. I've picked up a couple AL adventures from dmsguild. I cant say the take no prep but a quick skimming of the material is usualky enough if your party fits within the strength intended for the adventure.I find the AL Adventures pretty easy to do without prep.
I also think it has as much to do with DM attitude than with the adventures themselves.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.