After reading the http://www.enworld.org/forum/showthread.php?347752-Ghosts-of-Dragonspear-Castle-what-did-you-think thread I started thinking about how adventures are designed. I am primarily thinking of open-ended adventures where much is left to the players and their decisions.
There were two comments that resonated really well with me, and is something I hope get incorporated better:
If we look at the comments, the gist of it is that it should be easy to get a birds eye view of the adventure, and to modify it to suit you, and let the adventure live, and possible for the players to alter the course of the adventure. For me, the issue with the most 4e adventures is that important motivations and story related information is incorporated within set-piece combat encounters. These set-piece encounters are often have pretty long descriptions that describe a situation that to me is only one of a multitude of possible interactions with the NPC/monsters in question.
Now, I was going to go on with a rant of how one of the adventures I am going to run, Reavers of Harkenworld. But I gave it a quick re-read and came to the conclusion that it's actually very well structured. You basically only have to read the 9 first pages to get a: detailed proposed outline of the plot, a list with sites of interest and short, useful descriptions, and a list of NPC's with motivations. It also mentions alternate/extra actions the PC's can take to succeed with the adventure goals. It really reminds me a lot of Red Hand of Doom. The adventure does have 54 pages of mostly encounters, but also some maps, which is a bit verbose (for the number of encounters), but really it's quite well done. It's something I hope won't be a problem with 5e.
I wonder what you think are important in pre-made adventures for D&D.
There were two comments that resonated really well with me, and is something I hope get incorporated better:
... A good summary will describe the major NPCs and plot points enough for a DM that likes to improvise to be able to do so. If the ensuring details are modularized and labeled well enough then each DM can use as little or as much as he wants. ...
.... A good adventure, be it a dungeon, wilderness or an epic quest to save humanity, is a living breathing thing with many interchangeable parts in it, and the DM need to understand the consequences of the PCs actions in order to run it properly. ...
If we look at the comments, the gist of it is that it should be easy to get a birds eye view of the adventure, and to modify it to suit you, and let the adventure live, and possible for the players to alter the course of the adventure. For me, the issue with the most 4e adventures is that important motivations and story related information is incorporated within set-piece combat encounters. These set-piece encounters are often have pretty long descriptions that describe a situation that to me is only one of a multitude of possible interactions with the NPC/monsters in question.
Now, I was going to go on with a rant of how one of the adventures I am going to run, Reavers of Harkenworld. But I gave it a quick re-read and came to the conclusion that it's actually very well structured. You basically only have to read the 9 first pages to get a: detailed proposed outline of the plot, a list with sites of interest and short, useful descriptions, and a list of NPC's with motivations. It also mentions alternate/extra actions the PC's can take to succeed with the adventure goals. It really reminds me a lot of Red Hand of Doom. The adventure does have 54 pages of mostly encounters, but also some maps, which is a bit verbose (for the number of encounters), but really it's quite well done. It's something I hope won't be a problem with 5e.
I wonder what you think are important in pre-made adventures for D&D.