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<blockquote data-quote="pneumatik" data-source="post: 5181247" data-attributes="member: 21087"><p>I've read part of the thread. I've notice a few times when people mention columns or books that WotC has published on how to be a better DM. They apparently give advice on making good villains, not railroading PCs, making locations come alive, etc. I don't get the impression it's anything groundbreaking, but it's all good stuff. </p><p></p><p>So it's obvious people at WotC know a lot of rules and advice on writing good adventures. Collect that advice someone and give it to an editor. Not a grammar and layout editor, an adventure editor. The adventure editor will go through the draft adventure and check it against each piece of advice. Compelling villain? Check. Not a complete railroad? Check. I'm not saying the adventure needs to follow every single piece of advice, but the author should have a good reason why they ignore any of it. I think that would solve a lot of the problems, or at least get all the low-hanging fruit.</p></blockquote><p></p>
[QUOTE="pneumatik, post: 5181247, member: 21087"] I've read part of the thread. I've notice a few times when people mention columns or books that WotC has published on how to be a better DM. They apparently give advice on making good villains, not railroading PCs, making locations come alive, etc. I don't get the impression it's anything groundbreaking, but it's all good stuff. So it's obvious people at WotC know a lot of rules and advice on writing good adventures. Collect that advice someone and give it to an editor. Not a grammar and layout editor, an adventure editor. The adventure editor will go through the draft adventure and check it against each piece of advice. Compelling villain? Check. Not a complete railroad? Check. I'm not saying the adventure needs to follow every single piece of advice, but the author should have a good reason why they ignore any of it. I think that would solve a lot of the problems, or at least get all the low-hanging fruit. [/QUOTE]
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