D&D 5E D&D Adventure Design Eras

Zardnaar

Legend
The following are my thoughts on D&D adventure design broken down by eras. The design goals of adventures has changed over the years and these are the major breaking points of adventure design. The dates are not absolute as you can fiind "prototype" adventures for the next era where I have drawn the lines.

Genesis (1974-77). Very few adventures date from this era as the goal was to essentially design your own.

Golden Age(78-85) Argueably 81-85 but a lot of the classic D&D modules date from this era. Roughly Tomb of Horrors through to the Temple of Elemental Evil.

Plotted Course (85-94) Dragonlance became popular and their adventures are not well regarded today. To many adventures became narrative driven railroads tied to metaplot where PCs got a participation trophy. There were exceptions and Dungeon magazine came into being. 1E being ruined post Gygax and bad 2E tropes date from this. Dreck to gem ratio was out of whack.

Silver Age (95-99)
D&D was dying and they seem to have gone back to basics with things like The Night Below, Return to adventures. Glimpses of modern adventure design start to turn up eg in part 1 of the Night Below and Dead Gods and Mere of Dead Men. Marrying the better ideas of the Golden Age dungeon hacks with plot but not to heavy. As 2E died they reached new heights of quality strangely enough.

Bronze Age 2000-2002

3.0 came out and adventures sort of became self contained and harkening back to the golden age. Probably due to new edition with very different mechanics. I guess it takes a few years to figure the new dynamics out. Not a great age as classic adventure design collided with 3E dynamics. How many classic 3.0 adventures exist outside of Dungeon Magazine 3-5?

Golden Path (2002-2006) Paizo aquired Dungeon magazine and "invented" the adventure path. There were echoes of this in previous editions (Against the Spider Queen, Temple of Elemental Evil, Mere of Dead Men, Night Below) but the APs were designed from the ground up as a coherent story.

Dark Ages ( 2008-2013) Much like 2E the 4E era is not well regarded for adventures with the number of good adventures in the low single digits (1-3 generally) depending on who you talked to. Then new adventures essentially stopped. The Golden Path diverged and kept going with Paizo though to 2010-14?


Silver Path (2014-2020)

Basically from Lost Mines of Phandelver through to Ice Wind Dale. Essentially WotC started copying Paizo adventure templates from 2004-10 or so but truncated the adventures to level 1-15 or 1-10. Lost Mines isn't to drastically conceptually to The Evils of Harranshire in The Night Below or pt 1&2 of Savage Tide, Age of Worms or Rise of the Runelords. Most were built on the shoulders of giants with throwbacks to older editions.

2021+ Current Era. To early to rate but not looking good from the sounds of it. Kind of a transitional era atm with experiments on content and delivery.
 
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TarionzCousin

Second Most Angelic Devil Ever
Plotted Course (85-94) Dragonlance became popular and their adventures are not well regarded today. To many adventures became narrative driven railroads tied to metaplot where PCs got a participation trophy. There were exceptions and Dungeon magazine came into being. 1E being ruined post Gygax and bad 2E tropes date from this. Dreck to gem ratio was out of whack.
The Avatar Series for Forgotten Realms have got to be the absolute worst example of "Participation Trophy" modules. I spent hard-earned money on those and I'm still mad about it. :mad:
 


Zardnaar

Legend
You're missing the Interregnum (2013) - D&D Next playtest times that produced Ghosts of Dragonspear Castle, Scourge of the Sword Coast, Murder at Baldur's Gate, and Legacy of the Crystal Shard, all of which are quite good.

Forgot about them tbh. Probably include them in the Silver Path.
 

Your era naming seem indicative of bias. Or at least a certain perspective of what is good and bad based upon adventure type preference. Though the descriptions seem mostly agreeable. I would be more focused adversarial natures, adventure paths (like you did in part), sandbox, roleplaying, etc. And even then, not sure any given "era" was all of one kind or another. Also, are you only rating "official" D&D adventures, or the primary 3PP or...?
 


Zardnaar

Legend
Your era naming seem indicative of bias. Or at least a certain perspective of what is good and bad based upon adventure type preference. Though the descriptions seem mostly agreeable. I would be more focused adversarial natures, adventure paths (like you did in part), sandbox, roleplaying, etc. And even then, not sure any given "era" was all of one kind or another. Also, are you only rating "official" D&D adventures, or the primary 3PP or...?

Just TSR/WotC stuff. 3pp changes stuff a lot with OGL for example. And there's also to much to keep track of.

Naming convention was mostly derived from the naming convention of referring to 81-85 or so as golden age.

AP design became more prominent 2002 onwards so repeated the golden age thing replacing age with path.

2E btw is one of my favorite editions it's adventures suck.

3.5 near the bottom of my favorite editions had really good adventures.

I don't like 4E fans of that edition usually admit it was weak for quality adventures only 1-3 stand out.

3.0 didn't generate many classic adventures even with Dungeon magazine.

5E adventures are probably the most consistent very few garbage ones but very few great ones after 8 years.

Golden age adventures are over rated imho but I respect the creativity a lot. More variety.

You don't see very many well regarded 1E adventures after ToEE (Dungeon had some good ones).
 

Zardnaar

Legend
Yeah, as someone who wrote some pretty amazing third party adventures from 2007 to 2015, I didn't think of it as a dark age. And I'm really sleepy and jet lagged, so I'm going to let myself be unapologetic about my talent.

War of the Burning Sky was good for the era. ZEITGEIST is great still today.

Wasnt talking about 3pp. Alot of good stuff in the "dark ages" wasn't coming from WotC though.

If I did include it 2006-2012 probably be another golden age.

Quality wise I think there's been 3 or 4 peaks for adventure design but some if them are obscure (Dungeon Magazine, 3pp).
 

Reynard

Legend
A couple notes:

The "Golden Age" modules you list are mostly tournament modules that are a cool shared experience but not necessarily actually go[d adventures for regular table play. The true classics of that era are B2 and T1, I think.

You also glossed over 2 "modern" classics: Sunless Citadel and Forge of Fury. Arguably that whole line was good,but those two modules were probably among the most played and well loved until LMoP.
 

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