Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
What are the elements of a good published campaign/module/adventure path?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Bedrockgames" data-source="post: 6232535" data-attributes="member: 85555"><p>I think tastes vary so much, it is hard to narrow this down to core qualities that work for all lines (what works for Paizo's pathfinder modules might not work for a Numenera module or a Lamentations of the Flame Princess Module). </p><p></p><p>That said for me, the modules that always remained useful to me for years were the ones that either has a solid and simple premise that was super easy to implement or those that were one part setting and part adventure. Also I would say there is a third kind of module where the adventure itself is less the point and it just hapoens to have so many good small ideas I can pull from it constantly. My favorite module remains Feast of Goblyns. It has a couple of sections I might criticize but got more use out of that adventure than any other. </p><p></p><p>Things I generally like to see in modules:</p><p></p><p>1) Hooks that work for a variety of parties and are believable</p><p>2) Avoidance of scenes or set pieces (I find these sorts of things hard to work with). Don't like things that feel like cut scenes in video games for example.</p><p>3) Interesting locations and npcs</p><p>4) Good organization</p><p>5) If the module employs unusual structure or experiments a bit, some explanation to the GM of ho to run it effectively</p><p>6) Stuff that is useful even if I don't run the adventure itself</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 6232535, member: 85555"] I think tastes vary so much, it is hard to narrow this down to core qualities that work for all lines (what works for Paizo's pathfinder modules might not work for a Numenera module or a Lamentations of the Flame Princess Module). That said for me, the modules that always remained useful to me for years were the ones that either has a solid and simple premise that was super easy to implement or those that were one part setting and part adventure. Also I would say there is a third kind of module where the adventure itself is less the point and it just hapoens to have so many good small ideas I can pull from it constantly. My favorite module remains Feast of Goblyns. It has a couple of sections I might criticize but got more use out of that adventure than any other. Things I generally like to see in modules: 1) Hooks that work for a variety of parties and are believable 2) Avoidance of scenes or set pieces (I find these sorts of things hard to work with). Don't like things that feel like cut scenes in video games for example. 3) Interesting locations and npcs 4) Good organization 5) If the module employs unusual structure or experiments a bit, some explanation to the GM of ho to run it effectively 6) Stuff that is useful even if I don't run the adventure itself [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
What are the elements of a good published campaign/module/adventure path?
Top