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<blockquote data-quote="Waylander the Slayer" data-source="post: 6876194" data-attributes="member: 1830"><p>Modules and published adventures have been around for 40 plus years. However, in my opinion, the design of modules and adventures have not improved. In fact, the trends that I see in adventures seem to make them patently worse. Specifically, a lot of adventures appear to be designed to be full of "content" without any consideration of what the content is. Walls of text, with passive language seems to predominate with very little consideration given to what the players actually feel, see, smell and interract with. Back stories are great, if they are relevant. Relevance and user experience seem secondary than massive explanatory text.Further compounding this issue appears to be a lack of structure and ease of use consideration as to what would be the best way to present the information. Often, critical information is scattered across multiple areas; information that the PCs/DMs need to know up front. Exacerbating this is all the 4-5 star reviews that seem predominant, without any actual play testing. Are the adventure designers even running and play testing these adventures? Ultimately critical thought needs to be applied to some of these considerations if we want to have some great memorable adventures.</p></blockquote><p></p>
[QUOTE="Waylander the Slayer, post: 6876194, member: 1830"] Modules and published adventures have been around for 40 plus years. However, in my opinion, the design of modules and adventures have not improved. In fact, the trends that I see in adventures seem to make them patently worse. Specifically, a lot of adventures appear to be designed to be full of "content" without any consideration of what the content is. Walls of text, with passive language seems to predominate with very little consideration given to what the players actually feel, see, smell and interract with. Back stories are great, if they are relevant. Relevance and user experience seem secondary than massive explanatory text.Further compounding this issue appears to be a lack of structure and ease of use consideration as to what would be the best way to present the information. Often, critical information is scattered across multiple areas; information that the PCs/DMs need to know up front. Exacerbating this is all the 4-5 star reviews that seem predominant, without any actual play testing. Are the adventure designers even running and play testing these adventures? Ultimately critical thought needs to be applied to some of these considerations if we want to have some great memorable adventures. [/QUOTE]
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