I have my preferences in tone and content, but I have some general, "quality of life" suggestions to improve adventures.
Better structure. Don't bury the plot in an intro and later don't remind us of the importance.
Separate Player's Guides (possibly in PDF) for the campaigns with pertinent character creation guides.
Pull out relevant details from the wall of text to make bullet points of key details.
It's okay to reprint small sections of rulebooks when they are exceptionally important to the adventure (using the example of "see poisons in the DMG.") Having it right there in the adventure would save a lot of work.
Also, I'm good with having "at a glance" abbreviated monster stat blocks reproduced in the adventure.
If these changes end up making 1-14 mega campaigns too big to produce, I am completely okay with a linked series of connected books that cover fewer levels ... like Curse of Strahd I (Levels 1-5) & Curse of Strahd II (Levels 6-10), etc.
Better structure. Don't bury the plot in an intro and later don't remind us of the importance.
Separate Player's Guides (possibly in PDF) for the campaigns with pertinent character creation guides.
Pull out relevant details from the wall of text to make bullet points of key details.
It's okay to reprint small sections of rulebooks when they are exceptionally important to the adventure (using the example of "see poisons in the DMG.") Having it right there in the adventure would save a lot of work.
Also, I'm good with having "at a glance" abbreviated monster stat blocks reproduced in the adventure.
If these changes end up making 1-14 mega campaigns too big to produce, I am completely okay with a linked series of connected books that cover fewer levels ... like Curse of Strahd I (Levels 1-5) & Curse of Strahd II (Levels 6-10), etc.