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How do you know an adventure is "good" just from reading it?
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<blockquote data-quote="LordEntrails" data-source="post: 9121918" data-attributes="member: 6804070"><p>First, is it an easy read? If it's a hassle to read and understand, I'm not going to read it. Meaning;</p><ul> <li data-xf-list-type="ul">Adequate editing</li> <li data-xf-list-type="ul">Story or situation makes sense and does not have gaping holes or flaws</li> <li data-xf-list-type="ul">Layout and order of information is workable. i.e. you can find the info you need without jumping around too much</li> </ul><p></p><p>Second, how well is the story/plot/situation/hook laid out and is it interesting? Another go rescue the kidnapped princess who is being held by orcs in a cave with no plot twists is so mundane I don't need an adventure to run this. Is it a creative story? Are their unknowns or mysteries that the players can discover or solve? (The princess is actually a necromancer and the orcs are holding her because she raided their cemetery and are afraid to release her.) Is there something to overcome? </p><p></p><p>Ancillary to the story, is it a railroad? Does it include sufficient NPC details & motivations so that when the party goes off the rails I can easily adjust? Not every adventure needs to be a sandbox, but is the adventure written so linearly that their are no meaningful choices the party can make? IMO, meaningful choices that impact the adventure are mandatory.</p><p></p><p>Other things that are important to me:</p><ul> <li data-xf-list-type="ul">Maps. Does the area map(s) fit the adventure? (Do travel distances match the story? Do distances, locations and points of interest fit?) Are their adequate encounter maps so I don't have to make or find my own? (imo, every location should have a battle/encounter map, its just not that hard these days to make custom maps).</li> <li data-xf-list-type="ul">Flexibility. Akin to sandbox vs railroad, can the material be used more than once? Can you turn the location into a home base? Can the villain be used again if they escape/live? Is the benefactor interesting enough that they could become a campaign patron?</li> <li data-xf-list-type="ul">Balance. Are the encounters flexible enough to be adjusted based on party capabilities? Treasure and magic, do they make sense for the tier of adventure it is for? And does magic that NPCs have accounted for in the possible treasure the party can acquire? (i.e. a Staff of Power to make power up a Tier 2 opponent is going to throw off the party magic item balance if they acquire it.)</li> </ul></blockquote><p></p>
[QUOTE="LordEntrails, post: 9121918, member: 6804070"] First, is it an easy read? If it's a hassle to read and understand, I'm not going to read it. Meaning; [LIST] [*]Adequate editing [*]Story or situation makes sense and does not have gaping holes or flaws [*]Layout and order of information is workable. i.e. you can find the info you need without jumping around too much [/LIST] Second, how well is the story/plot/situation/hook laid out and is it interesting? Another go rescue the kidnapped princess who is being held by orcs in a cave with no plot twists is so mundane I don't need an adventure to run this. Is it a creative story? Are their unknowns or mysteries that the players can discover or solve? (The princess is actually a necromancer and the orcs are holding her because she raided their cemetery and are afraid to release her.) Is there something to overcome? Ancillary to the story, is it a railroad? Does it include sufficient NPC details & motivations so that when the party goes off the rails I can easily adjust? Not every adventure needs to be a sandbox, but is the adventure written so linearly that their are no meaningful choices the party can make? IMO, meaningful choices that impact the adventure are mandatory. Other things that are important to me: [LIST] [*]Maps. Does the area map(s) fit the adventure? (Do travel distances match the story? Do distances, locations and points of interest fit?) Are their adequate encounter maps so I don't have to make or find my own? (imo, every location should have a battle/encounter map, its just not that hard these days to make custom maps). [*]Flexibility. Akin to sandbox vs railroad, can the material be used more than once? Can you turn the location into a home base? Can the villain be used again if they escape/live? Is the benefactor interesting enough that they could become a campaign patron? [*]Balance. Are the encounters flexible enough to be adjusted based on party capabilities? Treasure and magic, do they make sense for the tier of adventure it is for? And does magic that NPCs have accounted for in the possible treasure the party can acquire? (i.e. a Staff of Power to make power up a Tier 2 opponent is going to throw off the party magic item balance if they acquire it.) [/LIST] [/QUOTE]
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How do you know an adventure is "good" just from reading it?
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