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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: 9124748" data-attributes="member: 2209"><p>It is very multifactor.</p><p></p><p>I am running a 5e conversion of the Pathfinder 1e Iron Gods adventure path and it has a fantastic theme and interesting plots and environments and mini stories that come together but I have been frustrated on certain organizational things that are poor.</p><p></p><p>Just looking up the names and quick descriptions of the various Lords of Rust at the table for social encounters to impart information to the PCs while running the second module The Lords of Rust was fairly awkward even with the PDF open and using Ctrl F. There is a breakdown of them on page 35 with exactly the quick info I wanted when they started interacting with people around page 17, but it is fairly buried and does not show up on the Table of Contents or in the PDF bookmarks. Searching on "Lords of Rust" leads to a huge number of hits, so not really a help.</p><p></p><p>In module 3 The Choking Tower the map for the town of Iadenveigh has 16 numbered entries for its key. The text descriptions for the town has 19 numbered notable locations that do not match the numbers on the map. Big editing fail that can lead to problems when trying to run it at the table, particularly as a sandbox type of thing. Also handling the party first entering the town is just skimmed over, nothing about likely interactions as they come in the one main gate the way the AP did for the prior module when they entered the sandbox city of Scrapwall.</p></blockquote><p></p>
[QUOTE="Voadam, post: 9124748, member: 2209"] It is very multifactor. I am running a 5e conversion of the Pathfinder 1e Iron Gods adventure path and it has a fantastic theme and interesting plots and environments and mini stories that come together but I have been frustrated on certain organizational things that are poor. Just looking up the names and quick descriptions of the various Lords of Rust at the table for social encounters to impart information to the PCs while running the second module The Lords of Rust was fairly awkward even with the PDF open and using Ctrl F. There is a breakdown of them on page 35 with exactly the quick info I wanted when they started interacting with people around page 17, but it is fairly buried and does not show up on the Table of Contents or in the PDF bookmarks. Searching on "Lords of Rust" leads to a huge number of hits, so not really a help. In module 3 The Choking Tower the map for the town of Iadenveigh has 16 numbered entries for its key. The text descriptions for the town has 19 numbered notable locations that do not match the numbers on the map. Big editing fail that can lead to problems when trying to run it at the table, particularly as a sandbox type of thing. Also handling the party first entering the town is just skimmed over, nothing about likely interactions as they come in the one main gate the way the AP did for the prior module when they entered the sandbox city of Scrapwall. [/QUOTE]
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How do you know an adventure is "good" just from reading it?
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