When I look at a really good OSR module it has the following:
- Something actually interesting going on in each room to paint to the players.
- Solid use of word choice to succinctly give me a mental image I can vomit forth, and small numbers of interesting things. Eg:
"2 Idiot Dragon Hunters. Gill’s sons Tad (short, fat, four teeth total) and Zach (tall, dopey, big Adam’s apple). They’re planning to bait the Dragon with a dead pig and then throw a net over it."
"
Hut. The inside is a homely kitchen with plush, overly quilted furniture one might expect to find in a grandmother’s house."
"Decaying
murals cover the walls. The mangled
corpse of a highwayman lies face down on the floor, his face marinating in a pool of blood. Canine growling from Room 4."
- A consistent organizational method that lets me go from basic surface description (landmark) to details about each notable intractable (hidden), and clear ways to signpost or adjudicate concealed secrets. Eg, the room above; each one of those bold words has a short section below when a player goes "I investigate the murals" or "I search the corpse."
I think that Necrotic Gnome's stuff does all of the above the best while also being masterful at the arcane art of using color, text, and design to make incredibly readable layouts. But even something as simple as the original Hounds of Hendenburgh can do an amazing job with plain text and bolding.