Neonchameleon
Legend
But not all adventures are designed. Someone must actualise something desirable. But although that can come from a third party adventure designer or even the GM it IME works better if it comes from the players. The GM needs to be the opposition (being your own opposition generally doesn't work well).The essence of a "story" is a desire and an obstacle to that desire.
From the perspective of adventure design, this means the designer must actualize something desirable that the players want.
oD&D worked because the object of desire was treasure and what you could do with that treasure. The XP for GP rule worked wonders for motivation and having things to spend it on the way 5e doesn't made it a long term motivation.If the object of desire is only excitement and treasure, it is an isolated dungeon crawl. If it integrates preferences and ambitions of the character personality and backstory, it invites immersion into the wider regional and world setting.