Joshua Randall said:
A lot of adventures say something like "this adventures is for 4-6 PCs of levels 3-5". But come on now: that's a ridiculous range of PC party power. Four level 3 PCs are in no way equivalent to six level 5 PCs.
So, what I'd like to see is the adventure telling you the ELs of all the major encounters. Something like: "Wandering monsers in the forest near the temple are EL 2-3. The guardians of the temple are EL 3-4. The boss monster is a CR 5 creature; if its minions are also present, this is an EL 6 encounter." There could also be a chart or table showing ELs by area.
And while I'm whining. Make the setup of your adventure simple. If I have to read more than one page of setup, you've lost me. Because the more setup, the more difficulty I will have adapting your adventure to my campaign world. Furthermore, the lengthy setups just delay the gratification I get from reading keyed encounters. So please: skip the wicked kewl 3,000-year history you came up with for your adventure background and just give me the basics.
The suggested level range for The Village of Oester is 3-5, but some of the side encounters are really for higher levels. I don't write my adventure settings based on the main adventure itself. In other words, I don't custom design every encounter for the intended PCs. I package each piece of the World of Whitethorn into separate products and you can take parts you want to use and save the rest for later or never use them at all.
These are indeed adventure settings because you'll find an encounter with a few skeletons (EL 2), but also deeper in the marsh area a demon-seductress and her minions (EL 12 or higher). It's really "world-building through adventures" rather than just a scripted adventures.
I agree, I don't like the lengthy history pieces either. In fact, in my GM Tips section for The Hamlet of Thumble, I advise against providing lengthy initial handouts in the Starting a New Game section. This is because players should be interested and involved in the setting before having to invest the time to read a long-winded history. Here is an excerpt:
"Provide a good description of the setting in advance, before starting any new game. Players should know the essential basics of your campaign setting and get a feel for the world, before creating their characters. Do not provide them with an overwhelming amount of information.
Whenever you start a new game, especially when you have new players, you should focus on bringing the world to life during your game sessions and not explaining everything about it on an initial handout. Many players will not invest the time to read a lengthy handout that goes into great detail about your world’s history, geography, culture, and politics, before they become interested in the game itself."
When I started my own game, I only gave out a two-page handout covering the brief history of the immediate region. I've also avoided putting anything but essential history in the adventure settings.