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How do you know an adventure is "good" just from reading it?
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<blockquote data-quote="Mannahnin" data-source="post: 9125762" data-attributes="member: 7026594"><p>Right. The experience at the table is dependent on the players and DM. A published module or scenario is a tool, but the participants have to put it to use and will ultimately determine whether a given session, adventure, or campaign is fun or not. </p><p></p><p>I do think that there are criteria (and I think, for example, that Bryce at tenfootpole.org has identified some) for judging modules as tools. Ways to evaluate them and judge whether they will be easier or harder to use, whether they will be more or less likely to add to your fun rather than just writing something yourself from scratch. </p><p></p><p>Some elements are necessarily subjective- if a module gets YOU the DM excited to run it, presents situations and interactions and set pieces and villains which fire your imagination and put vivid pictures in your head so you can convey those to the players, that's awesome! But what fires your imagination and what fires mine may be different. But like judging good writing or acting or cinematography, just because what appeals to different people varies, doesn't mean it's impossible to identify good adventure prose. I agree with Bryce that I want it to be short but contain vivid descriptive detail. I want it to conjure images in my head but not take a ton of verbiage to do it. And that's one criterion I use to judge module quality.</p></blockquote><p></p>
[QUOTE="Mannahnin, post: 9125762, member: 7026594"] Right. The experience at the table is dependent on the players and DM. A published module or scenario is a tool, but the participants have to put it to use and will ultimately determine whether a given session, adventure, or campaign is fun or not. I do think that there are criteria (and I think, for example, that Bryce at tenfootpole.org has identified some) for judging modules as tools. Ways to evaluate them and judge whether they will be easier or harder to use, whether they will be more or less likely to add to your fun rather than just writing something yourself from scratch. Some elements are necessarily subjective- if a module gets YOU the DM excited to run it, presents situations and interactions and set pieces and villains which fire your imagination and put vivid pictures in your head so you can convey those to the players, that's awesome! But what fires your imagination and what fires mine may be different. But like judging good writing or acting or cinematography, just because what appeals to different people varies, doesn't mean it's impossible to identify good adventure prose. I agree with Bryce that I want it to be short but contain vivid descriptive detail. I want it to conjure images in my head but not take a ton of verbiage to do it. And that's one criterion I use to judge module quality. [/QUOTE]
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