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How do you know an adventure is "good" just from reading it?
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<blockquote data-quote="Voadam" data-source="post: 9120757" data-attributes="member: 2209"><p>Are there interesting themes I can riff off of?</p><p></p><p>For example <a href="https://www.drivethrurpg.com/product/323394/Death-in-Freeport--20th-Anniversary-Edition?affiliate_id=17596" target="_blank">Death in Freeport</a> has D&D pirates, D&D mercantile island city, and Mythos investigation, all fun things I can improv on easily in the moment. Reign of Winter had Baba Yaga, fey, trolls and giants and Narnia Winter witch type themes. Iron Gods has sci-fi chocolate mixed in with D&D/Pathfinder fantasy land and includes things like corrupt technology wizard society and Mad Max Thunderdome city.</p><p></p><p>Does the story of the plot make enough sense to me that I as DM can keep it fairly straight in my head? Is it clear how things generally are expected to progress from A to B to C.</p><p></p><p>Does it lead to PC stuff I like or dislike? Half the <a href="https://www.drivethrurpg.com/browse/pub/44/Wizards-of-the-Coast/subcategory/9730_19785/Ravenloft?affiliate_id=17596" target="_blank">2e Ravenloft</a> modules had interesting villain/ghost story exploration plots that I really liked. Half had things that just screwed over PCs, (inescapably infected with lycanthropy, turned into golems or undead, beheaded and brains harvested, replaced by a doppelganger, sometimes offscreen), that I thought would be terrible.</p></blockquote><p></p>
[QUOTE="Voadam, post: 9120757, member: 2209"] Are there interesting themes I can riff off of? For example [URL='https://www.drivethrurpg.com/product/323394/Death-in-Freeport--20th-Anniversary-Edition?affiliate_id=17596']Death in Freeport[/URL] has D&D pirates, D&D mercantile island city, and Mythos investigation, all fun things I can improv on easily in the moment. Reign of Winter had Baba Yaga, fey, trolls and giants and Narnia Winter witch type themes. Iron Gods has sci-fi chocolate mixed in with D&D/Pathfinder fantasy land and includes things like corrupt technology wizard society and Mad Max Thunderdome city. Does the story of the plot make enough sense to me that I as DM can keep it fairly straight in my head? Is it clear how things generally are expected to progress from A to B to C. Does it lead to PC stuff I like or dislike? Half the [URL='https://www.drivethrurpg.com/browse/pub/44/Wizards-of-the-Coast/subcategory/9730_19785/Ravenloft?affiliate_id=17596']2e Ravenloft[/URL] modules had interesting villain/ghost story exploration plots that I really liked. Half had things that just screwed over PCs, (inescapably infected with lycanthropy, turned into golems or undead, beheaded and brains harvested, replaced by a doppelganger, sometimes offscreen), that I thought would be terrible. [/QUOTE]
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How do you know an adventure is "good" just from reading it?
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