Quickleaf
Legend
A good adventure needs three things:
1. Usability: It has got to be easy to use in play. Have a table of contents and make the page layout easy to read, for starters. Utilize some sort of pagination marking to divide different sections. Provide clear stat-blocks. For most of the adventure use brevity or bullet point format over walls of text (though background or story material may be excepted). Provide DM tips to problem areas. For encounters, give everything the DM needs in one place, don't have them searching the adventure book during play. Finally, provide multiple ways for a DM to adapt the adventure to their needs (whether re-leveling, scaling for a small/large party, using with in/experienced players, changing the setting, or just stealing encounters).
2. Playtesting: Use at least one competent playtest group with diverse player styles to run the adventure thru its paces, then incorporate that feedback into the final edit. So many adventures seem designed for some least common denominator of player, and have glaring holes in logic, plot, or challenges easily overcome with the right ritual or spell. Playtesting is supposed to catch this stuff.
3. Non-linearity: The dungeons should be jacquayed. There should be multiple side quests that overlap the main plot. In a mystery, more suspects than just the villain should have a reason to lie. Various encounters should be pursuable in different orders, depending on player preference. There should also be encounters tied to a sort of "villainous plan countdown" if appropriate. Challenges should be open-ended with multiple outcomes. Failures, for the most part, should be Fail Forwards. E adventure should encourage and reward lateral out-of-the-box thinking. Node-based matrix adventure design should be embraced. RPing is about making interesting choices, so give the players opportunities to do that!
Everything else is either artistic add-ons, or more about quality of writing.
How's that for an opinion?
1. Usability: It has got to be easy to use in play. Have a table of contents and make the page layout easy to read, for starters. Utilize some sort of pagination marking to divide different sections. Provide clear stat-blocks. For most of the adventure use brevity or bullet point format over walls of text (though background or story material may be excepted). Provide DM tips to problem areas. For encounters, give everything the DM needs in one place, don't have them searching the adventure book during play. Finally, provide multiple ways for a DM to adapt the adventure to their needs (whether re-leveling, scaling for a small/large party, using with in/experienced players, changing the setting, or just stealing encounters).
2. Playtesting: Use at least one competent playtest group with diverse player styles to run the adventure thru its paces, then incorporate that feedback into the final edit. So many adventures seem designed for some least common denominator of player, and have glaring holes in logic, plot, or challenges easily overcome with the right ritual or spell. Playtesting is supposed to catch this stuff.
3. Non-linearity: The dungeons should be jacquayed. There should be multiple side quests that overlap the main plot. In a mystery, more suspects than just the villain should have a reason to lie. Various encounters should be pursuable in different orders, depending on player preference. There should also be encounters tied to a sort of "villainous plan countdown" if appropriate. Challenges should be open-ended with multiple outcomes. Failures, for the most part, should be Fail Forwards. E adventure should encourage and reward lateral out-of-the-box thinking. Node-based matrix adventure design should be embraced. RPing is about making interesting choices, so give the players opportunities to do that!
Everything else is either artistic add-ons, or more about quality of writing.
How's that for an opinion?
