The elements of a good module that make me enjoy using it. There are actually quite a few of them, however, this being a mobile device and the time being almost an hour past midnight, I'll focus on priority stuff.
One, provide a quick 'what has gone before' section to ensure that a GM can improvise on leftover loose entry points.
Two, allies and neutrals. Make them colorful. They are the likeliest points of extensive interaction. Five key takeaways for a good NPC would be: descriptive one-liner, something of worth for trade, NPC's stake or agenda in the story, a statblock (in case of a likely conflict; a link to a default is fine), and a hidden background gem to mine should the PC put some effort.
Three, add Developments section. This is what happens if the characters ignore a key situation or let the things develop on their own.
Four, rely on defaults, just add a spicy single ability.
Five, for wizards always list spell book contents.
One, provide a quick 'what has gone before' section to ensure that a GM can improvise on leftover loose entry points.
Two, allies and neutrals. Make them colorful. They are the likeliest points of extensive interaction. Five key takeaways for a good NPC would be: descriptive one-liner, something of worth for trade, NPC's stake or agenda in the story, a statblock (in case of a likely conflict; a link to a default is fine), and a hidden background gem to mine should the PC put some effort.
Three, add Developments section. This is what happens if the characters ignore a key situation or let the things develop on their own.
Four, rely on defaults, just add a spicy single ability.
Five, for wizards always list spell book contents.