What Do You Expect of Published Adventures?

payn

He'll flip ya...Flip ya for real...
I always thought this was an amusing change with modern D&D. Back on 1e/2e I never once had to "convince the players" to go on an adventure. They went on an adventure because that is what we got together to do. If their characters don't want to go on adventure, then the evenings entertainment is over lol.
One of the reasons I think linear campaigns have become so popular is just how reactive players are. I mean, I dont recall players ever being proactive and finding adventure on their own. As GM, I have to go to great lengths to break them of that habit. YMMV.
 

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Retreater

Legend
I always thought this was an amusing change with modern D&D. Back on 1e/2e I never once had to "convince the players" to go on an adventure. They went on an adventure because that is what we got together to do. If their characters don't want to go on adventure, then the evenings entertainment is over lol.
My observation.
In the 1e/2e era, players didn't need as much motivation for these design reasons:
1) XP for GP. You'd get experience for finding treasure. That was instant motivation for many characters. Now you get story awards and little treasure or magic items.
2) The adventure modules back then were like 32 pages. Now they are 200+, requiring months of investment.
 

I strongly believe that if you have a table, and they all have agreed to play an AP, then expect quite a bit of railroading (and I use that with positive connotations). Every single one I have read is a story, complete with exposition, inciting incident, rising action, climax and resolution. If a group expects something different, don't play an AP.
1) Motivation for the characters (and their players) to go on the adventure.
I am a bit torn with this. Rhime did these creatively; however, they were just an impetus, and there were no character arcs built around these. I think if this is what you want, then you have the characters build them. Once they build them, you have to do all the work of tying it into the story. If a player has a revenge motive, then it is up to you to pull those components into various episodic events that are already part of the adventure.
2) A story/plot/background that the GM can convey to the players - and the logical means of sharing that information naturally within the adventure.
I think this is something that could be improved upon for the published APs. But I also believe there should be expected railroading. The two go hand in hand. After each section a nice summary the DM can read to players. Yes, a wall of text complete with a few graphic illustrations. If you wanted to be creative, give each section to a player, and have them recap it in their own words. But a synopsis for each chapter would help.
When running Skull & Shackles, I would do this. I would have the maps and all the minis used laid out on the table, and then go through each one on order. It helped immensely.
3) Clear goals, which are more or less achievable (by sword, spell, or wits) by the character level range indicated by the adventure.
I agree - clear goals. Of course, there is an implied alignment with clear goals. So again, the table has to accept this. The spell, sword or wits is completely up to the players' creativity, and the DMs acceptance level of them using possible alternative methods. On a personal note, I have always found it a bit frustrating when the players do something creative, and the DM thwarts it. I find it frustrating, especially if it counters the logic the lore has built.
4) A unified theme building up to a satisfying climactic resolution
IMHO, all the ones I have played, ran or read do this pretty well.
5) Consistency and logical story/world building.
I think the authors of the APs I have seen do a good job with this. That said, it really does boil down to personal preference. I mean, if you don't want cantina (again, using this with positive connotations), don't run D&D or PF. Build your own world. If you don't want extra-planar, cosmic lore complete with Greek mythos gods and monsters, don't run D&D or PF.
6) A compelling villain, antagonist ("conflict" to use a literary term)
This is a really good one that could be improved upon. I always equate it to the Batman versus WW villains. I mean, you want depth of villainhood like Batman. Complex characters that still ring true evil in action. Characters with motive and spite. Not, some villain that just happened to be in the story's past and is now seeking power or vengeance.

Overall, a great list.
 


Parmandur

Book-Friend
My observation.
In the 1e/2e era, players didn't need as much motivation for these design reasons:
1) XP for GP. You'd get experience for finding treasure. That was instant motivation for many characters. Now you get story awards and little treasure or magic items.
2) The adventure modules back then were like 32 pages. Now they are 200+, requiring months of investment.
I mean, the modules are still 32 pages, they are just chapters with a vague connective tissue for people who want that. But the chapters are being written like old 1E module booklets, and work well for thst functionality.
 

Jer

Legend
Supporter
I either want something I can use off the shelf without having to make changes to it to run a full campaign - for which your checklist pretty much matches my own idea - or I want to have a book that I can strip for parts. In which case mostly what I want are sites that I can break up and use as inspiration for my own adventures.

There are very few campaign books that I've bought over the years that fall into the first category tbh. I think of all of the 5e campaign adventures the only ones I'm really champing at the bit to run as-is are Strahd and Witchlight. Oh and I'm also running an Undermountain game for my nieces and nephews off and on, but I don't actually think of mega-dungeons as in the same category as a story-based adventure even if it gives story hooks within it and kinda-sorta builds to a fight with a big bad guy at the end.
 

Retreater

Legend
I mean, the modules are still 32 pages, they are just chapters with a vague connective tissue for people who want that. But the chapters are being written like old 1E module booklets, and work well for thst functionality.
I haven't found that the chapters of most WotC campaign adventures are as individually satisfying as the 32-page adventure modules of yore. Like I couldn't just drop in a section of Rime of the Frost Maiden and have it be as complete as "The Sunless Citadel" or "Forge of Fury."
 

Jer

Legend
Supporter
I haven't found that the chapters of most WotC campaign adventures are as individually satisfying as the 32-page adventure modules of yore. Like I couldn't just drop in a section of Rime of the Frost Maiden and have it be as complete as "The Sunless Citadel" or "Forge of Fury."
I agree with this - they're closer to using a single chapter of an Adventure Path from 3e era Dungeon magazine, though actually probably slightly easier to adapt than a Dungeon magazine AP chapter was. They still generally require some extra work to use as a standalone adventure.
 

Parmandur

Book-Friend
I haven't found that the chapters of most WotC campaign adventures are as individually satisfying as the 32-page adventure modules of yore. Like I couldn't just drop in a section of Rime of the Frost Maiden and have it be as complete as "The Sunless Citadel" or "Forge of Fury."
Maybe not the top ones, but probably more comparable to the middle of the pack. Which is to be expected. But the format and structure is there, chapter by chapter.

My point is that the WotC books are not "Adventure Paths" and do not advertise these books as such (at no point in 8 years have they used that phrase). They are Dungeon magazine Annuals of individual Modules with a thin connection that can be easily scrapped or built out as desired.
 

Retreater

Legend
My point is that the WotC books are not "Adventure Paths" and do not advertise these books as such (at no point in 8 years have they used that phrase). They are Dungeon magazine Annuals of individual Modules with a thin connection that can be easily scrapped or built out as desired.
Likely, they don't use the term "Adventure Path" because it was coined by Paizo for their Pathfinder line.
For their "story event" mega campaigns (so not things like Candlekeep Mysteries, Tales of the Yawning Portal, Saltmarsh), the idea is that you are absolutely supposed to play them from beginning to end, not just pick apart what you want. Like a Curse of Strahd that doesn't end with Castle Ravenloft? Like a Tomb of Annihilation that is just exploring a random jungle site and not going to the Tomb?
They do entire planning marketing blitzes around the stories to last an entire "season" of play. It's not intended to be just some random collection of stuff they wanted to publish.
 

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