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Quests of Doom 3
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<blockquote data-quote="FormerlyHemlock" data-source="post: 6866830" data-attributes="member: 6787650"><p>As an aside:</p><p></p><p>I'm a fairly new DM, and I still have a lot to learn about writing my own adventures. The things that make me treasure an adventure module have little to do with plot or level range or the amount of treasure therein. I treasure modules that demonstrate best practices for writing adventures. Therefore, presentation (ease of consumption/running the module, especially at the table), originality (especially random tables with reusable potential, e.g. random diseases from sewer muck and the symptoms of each), and style are what get my attention in published WotC adventures (Out of the Abyss's Chapter Two on Underdark hazards) and in 3PPs.</p><p></p><p>I'm increasingly interested in OSR blogs about supporting player agency (letting players make decisions that matter) and skilled play in 5E. Even something as simple as a note at the beginning of the adventure, "Note: it is expected that players will overlook or never encounter 70% of the treasure in this module, but skilled and thorough play is allowed to increase that percentage," would prove to me that the writer is at least thinking along the lines I'm interested in. Little sidebars on monster ecology/spoor are also hugely valuable to me.</p><p></p><p>I didn't like Quests of Doom quite as much as the Book of Lost Spells or Fifth Edition Foes, but Quests of Doom I and II stil had enough of what I'm interested in to get my attention and make me willing to back it. I hope the project turns out to be as terrific as the kickstarter is promising so I can learn a lot from it.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6866830, member: 6787650"] As an aside: I'm a fairly new DM, and I still have a lot to learn about writing my own adventures. The things that make me treasure an adventure module have little to do with plot or level range or the amount of treasure therein. I treasure modules that demonstrate best practices for writing adventures. Therefore, presentation (ease of consumption/running the module, especially at the table), originality (especially random tables with reusable potential, e.g. random diseases from sewer muck and the symptoms of each), and style are what get my attention in published WotC adventures (Out of the Abyss's Chapter Two on Underdark hazards) and in 3PPs. I'm increasingly interested in OSR blogs about supporting player agency (letting players make decisions that matter) and skilled play in 5E. Even something as simple as a note at the beginning of the adventure, "Note: it is expected that players will overlook or never encounter 70% of the treasure in this module, but skilled and thorough play is allowed to increase that percentage," would prove to me that the writer is at least thinking along the lines I'm interested in. Little sidebars on monster ecology/spoor are also hugely valuable to me. I didn't like Quests of Doom quite as much as the Book of Lost Spells or Fifth Edition Foes, but Quests of Doom I and II stil had enough of what I'm interested in to get my attention and make me willing to back it. I hope the project turns out to be as terrific as the kickstarter is promising so I can learn a lot from it. [/QUOTE]
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