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How do you know an adventure is "good" just from reading it?
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<blockquote data-quote="wedgeski" data-source="post: 9128078" data-attributes="member: 16212"><p>If I'm standing in FLGS and perusing an adventure, the criteria that will make me purchase the book are laughingly superficial:</p><p></p><ul> <li data-xf-list-type="ul">Thematic art, especially of NPC's. They are the most important part of the adventure for me.</li> <li data-xf-list-type="ul">Clear maps at all scales. The adventure locale should have one of the best pieces of art in the game, with all key locations marked. Give me good maps, and I can hold the adventure together.</li> <li data-xf-list-type="ul">More than one inspired location or encounter. Flicking through, you can usually spot the encounters that have received the lion's share of the writer(s)' attention. What I want is a "Huh, that's cool" moment.</li> <li data-xf-list-type="ul">An actual finale, and some indication that the writer(s) have considered different paths to it.</li> </ul><p></p><p>With those signals, I can usually have fun with an adventure. Tick those boxes and you might have a sale. The actual qualities of the adventure, its coherence, its accomodation of the PC's actions, its pacing, and its surprises and its thrills, are almost impossible to judge from a quick read-through, so I've stopped trying.</p></blockquote><p></p>
[QUOTE="wedgeski, post: 9128078, member: 16212"] If I'm standing in FLGS and perusing an adventure, the criteria that will make me purchase the book are laughingly superficial: [LIST] [*]Thematic art, especially of NPC's. They are the most important part of the adventure for me. [*]Clear maps at all scales. The adventure locale should have one of the best pieces of art in the game, with all key locations marked. Give me good maps, and I can hold the adventure together. [*]More than one inspired location or encounter. Flicking through, you can usually spot the encounters that have received the lion's share of the writer(s)' attention. What I want is a "Huh, that's cool" moment. [*]An actual finale, and some indication that the writer(s) have considered different paths to it. [/LIST] With those signals, I can usually have fun with an adventure. Tick those boxes and you might have a sale. The actual qualities of the adventure, its coherence, its accomodation of the PC's actions, its pacing, and its surprises and its thrills, are almost impossible to judge from a quick read-through, so I've stopped trying. [/QUOTE]
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How do you know an adventure is "good" just from reading it?
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