You can probably take your foot off the gas a little. The very post you quoted was me acknowledging it was an oversight. I realize we are on the internet but that doesn't mean it has to be ALL CAPS RAGE all the time.Radiant Citadel is the best adventure content released for this entire edition. Your lack of interest in the product doesn't mean the product doesn't exist. You're literally asking for more small adventures when a book just came out and ANOTHER BOOK WAS JUST ANNOUNCED FOR DECEMBER THAT IS ALL SHORT ADVENTURES.
Like c'mon man, you not liking the content doesn't mean it doesn't exist. That's an insane argument. What you really meant was "I want more adventures that suit to my taste to be published," because the original premise of this thread literally does not work if you acknowledge the reality that they are published all the time.
I mean - speaking as someone slowly running (and trying to review) the adventures in Candlekeep Mysteries, there are some good ones in there. A Deep and Creeping Darkness and Shemshime's Bedtime Rhyme were both fun and very memorable, even if The Book of the Raven wasn't.Try making an actual case for Radiant Citadel if you think it fulfills my desire. What is good about the adventures? How is it better than the shallow, disjointed adventures of Candlekeep? Are there any real standout people will be talking about in 20 years like Sunless Citadel?
My point was it is not the adventures themselves so much as it is me. I can't make heads or tails of published adventures, I can't figure out how to run them at the table where I don't feel constrained and artificial.Which only says the criteria are subjective...but doesn't say what, in your case, those criteria might be.![]()
Do you ever pre-write your own adventures to vaguely the same degree as a published module and then run those? If yes, there's not much difference other than with a canned module someone else made it all up.My point was it is not the adventures themselves so much as it is me. I can't make heads or tails of published adventures, I can't figure out how to run them at the table where I don't feel constrained and artificial.
Most published adventures fail in their assumed primary goal: to provide the GM with something they couldn't make on their own. Most adventures require way too much work to parse and then customize. The old school was a little better but largely due to the fact that they were less "adventures" and more keyed site maps. Groups ultimately made their own adventures in those sites. Once Hickman gave adventures "plots" that all went to hell and it got harder and harder to run adventures out of the box/book.My point was it is not the adventures themselves so much as it is me. I can't make heads or tails of published adventures, I can't figure out how to run them at the table where I don't feel constrained and artificial.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.