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<blockquote data-quote="Jan van Leyden" data-source="post: 5108214" data-attributes="member: 20307"><p>Looking at your post count, a "warm welcome" isn't appropriate, but nevertheless: nice to have you here, eliciting requirements. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> (Oops, just had a meeting about our development processes).</p><p></p><p>I can't see a clear criterion for an adventure's quality. Looking back, you find very different adventures being lauded as exceptional. People mention free adventures without tightly defined plot (Keep on the Borderlands, Temple of Elemental Evil) as well more scripted ones (Red Hand of Doom) when asked for exceptional material.</p><p></p><p>The first question is what you want an adventure to be. Should it revolve around a story (and/or NSCs) so that encounters and combats have to fit the theme? Or do you see it more like a kit which the DM is expected to disassemble and modify, exchange and re-arrange as he sees fit?</p><p></p><p>In the first case, you need a strong theme, an engaging plot, villains the players love to hate. Each encounter has to drive the story forward.</p><p></p><p>In the second case, the encounter or super-encounter (Delve) is the most important part. Each encounter has to have the potential to shine on its own. The plot becomes something to tie the encounters together with.</p><p></p><p>Or, to put it in other words: in a type 1 adventure you can exchange an encounter without changing the experience, in type 2 you can mangle or exchange plot without changing the experience.</p><p></p><p>What is your goal?</p><p></p><p>I'll discuss the more technical aspects when I'm home in the evening.</p></blockquote><p></p>
[QUOTE="Jan van Leyden, post: 5108214, member: 20307"] Looking at your post count, a "warm welcome" isn't appropriate, but nevertheless: nice to have you here, eliciting requirements. :) (Oops, just had a meeting about our development processes). I can't see a clear criterion for an adventure's quality. Looking back, you find very different adventures being lauded as exceptional. People mention free adventures without tightly defined plot (Keep on the Borderlands, Temple of Elemental Evil) as well more scripted ones (Red Hand of Doom) when asked for exceptional material. The first question is what you want an adventure to be. Should it revolve around a story (and/or NSCs) so that encounters and combats have to fit the theme? Or do you see it more like a kit which the DM is expected to disassemble and modify, exchange and re-arrange as he sees fit? In the first case, you need a strong theme, an engaging plot, villains the players love to hate. Each encounter has to drive the story forward. In the second case, the encounter or super-encounter (Delve) is the most important part. Each encounter has to have the potential to shine on its own. The plot becomes something to tie the encounters together with. Or, to put it in other words: in a type 1 adventure you can exchange an encounter without changing the experience, in type 2 you can mangle or exchange plot without changing the experience. What is your goal? I'll discuss the more technical aspects when I'm home in the evening. [/QUOTE]
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