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How do you know an adventure is "good" just from reading it?
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<blockquote data-quote="Ruin Explorer" data-source="post: 9128979" data-attributes="member: 18"><p>Yes it can be that long but often it really is just the first five minutes, like literally what convinces your PCs to be involved - and it's often something incredibly shallow and brief. A lot of relatively well-regarded or even classic adventures have extremely simplistic hooks.</p><p></p><p>And maybe that's fine - but given how easy hooks are to come up with, I'd never see them as an important part of a pre-written adventure. Usually a DM can come up with better ones on the spot, let alone with pre-planning.</p><p></p><p>There are some adventures for some RPGs which have much deeper and more complex hooks, but generally speaking in D&D that isn't really "a thing" not even with 3PP adventures. Occasionally one PC will have some sort of deeper involvement or something, but it's usually very shallow even then.</p><p></p><p>I find cheap/generic hooks (which are the ones which most pre-written adventures have) are a part of what makes an adventure seem generic and bland. I've seen adventures praised for their hooks when their hooks were absolutely the most simplistic and generic collection of hooks you could think of, something that could easily have been in some 1990s DM/Storyteller book as a generic list.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9128979, member: 18"] Yes it can be that long but often it really is just the first five minutes, like literally what convinces your PCs to be involved - and it's often something incredibly shallow and brief. A lot of relatively well-regarded or even classic adventures have extremely simplistic hooks. And maybe that's fine - but given how easy hooks are to come up with, I'd never see them as an important part of a pre-written adventure. Usually a DM can come up with better ones on the spot, let alone with pre-planning. There are some adventures for some RPGs which have much deeper and more complex hooks, but generally speaking in D&D that isn't really "a thing" not even with 3PP adventures. Occasionally one PC will have some sort of deeper involvement or something, but it's usually very shallow even then. I find cheap/generic hooks (which are the ones which most pre-written adventures have) are a part of what makes an adventure seem generic and bland. I've seen adventures praised for their hooks when their hooks were absolutely the most simplistic and generic collection of hooks you could think of, something that could easily have been in some 1990s DM/Storyteller book as a generic list. [/QUOTE]
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How do you know an adventure is "good" just from reading it?
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