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How Wotc can improve the adventure books.
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<blockquote data-quote="M_Natas" data-source="post: 8108398" data-attributes="member: 7025918"><p>Funny, I thought about opening such a thread, too, because I publish on DMsguild (in German), and am looking in improving the adventures I'm gonna publish.</p><p></p><p>What I noticed in the published adventures: They are not GM friendly. </p><p></p><p>1. To run some encounters, I would need to have like 3-4 books open (or would need to have the same book open on different pages to see all relevant stats), to have all the monster stats to run an encounter. I can overcome that with preparation by copying all the relevant monster stat blocks, but it would be much easier if they just put them on the same page as the encounter.</p><p></p><p>2. Relevant Information for Encounters/Adventures/Dungeons are hidden in Walls of Text. If you need to look up something in a book, you sometimes need to read several paragraphs of text to find it, because the only thing highlighted in text are monster/npc names. It is a lot of homework for a DM to prepare it all in advanced in a manner that is easy to use and reference. If WotC would design that better, in a way that would make it easier to reference and find information faster, that would make it easier.</p><p>The books are made to be easy to read through, but not easy to use it to run a game.</p><p></p><p>3. Lost mines of Phandelvar - it is supposed to be an introductory adventure - but it doesn't teach the DM or the players really how to play. I dare to say, a beginner's DM would have quite the trouble running Lost mines. I played it as a player with a newbie DM and in some areas he had really trouble with some of the motivations put in the game and keep the PCs motivated to continue the adventure. An experienced DM could fix all the problems of Lost Mines, but it is to much to be expected of a newbie DM.</p><p></p><p>I think with a better design (not even changing the content, just the presentation of it) WotC could really reduce the workload a DM has to do to prepare an adventure, so that it is easy to run. Like I'm reading rime of the Frostmaiden now - I'm still at the Ten-Town Encounters - and I imagine what I would have to prep to run this, I become a little dizzy. Copying a lotmof stat blocks to have them easily available, condensing the needed information from a dungeon, so I can reference them easily ... That is all menial DM work that could be avoided by better presentation of the informationy so the DM could concentrate more on the creative side of preparing an adventure.</p></blockquote><p></p>
[QUOTE="M_Natas, post: 8108398, member: 7025918"] Funny, I thought about opening such a thread, too, because I publish on DMsguild (in German), and am looking in improving the adventures I'm gonna publish. What I noticed in the published adventures: They are not GM friendly. 1. To run some encounters, I would need to have like 3-4 books open (or would need to have the same book open on different pages to see all relevant stats), to have all the monster stats to run an encounter. I can overcome that with preparation by copying all the relevant monster stat blocks, but it would be much easier if they just put them on the same page as the encounter. 2. Relevant Information for Encounters/Adventures/Dungeons are hidden in Walls of Text. If you need to look up something in a book, you sometimes need to read several paragraphs of text to find it, because the only thing highlighted in text are monster/npc names. It is a lot of homework for a DM to prepare it all in advanced in a manner that is easy to use and reference. If WotC would design that better, in a way that would make it easier to reference and find information faster, that would make it easier. The books are made to be easy to read through, but not easy to use it to run a game. 3. Lost mines of Phandelvar - it is supposed to be an introductory adventure - but it doesn't teach the DM or the players really how to play. I dare to say, a beginner's DM would have quite the trouble running Lost mines. I played it as a player with a newbie DM and in some areas he had really trouble with some of the motivations put in the game and keep the PCs motivated to continue the adventure. An experienced DM could fix all the problems of Lost Mines, but it is to much to be expected of a newbie DM. I think with a better design (not even changing the content, just the presentation of it) WotC could really reduce the workload a DM has to do to prepare an adventure, so that it is easy to run. Like I'm reading rime of the Frostmaiden now - I'm still at the Ten-Town Encounters - and I imagine what I would have to prep to run this, I become a little dizzy. Copying a lotmof stat blocks to have them easily available, condensing the needed information from a dungeon, so I can reference them easily ... That is all menial DM work that could be avoided by better presentation of the informationy so the DM could concentrate more on the creative side of preparing an adventure. [/QUOTE]
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