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="Quickleaf" data-source="post: 6232750" data-attributes="member: 20323"><p>That's a great one. There's a reason the old adventures were called "modules"; the idea was, I believe, that the DM would kit bash them together to make a campaign, cutting and adding stuff as needed.</p><p></p><p></p><p>Haha, yes it is, thanks.</p><p></p><p></p><p>I totally disagree. Yes tastes differ. However, there are still common things most of us want in an adventure module that are "good."</p><p></p><p></p><p>For example, you describe characteristics we all agree are bad in an adventure. Thus, a good adventure has cohesive logic and minimizes the assumptions it makes. So a good adventure is, broadly speaking, <strong>thoughtfully designed</strong>.</p><p></p><p>Also you touch on the <strong>usability</strong> issue. I think that's an area that needs to be explored, the presentation and graphic design. Nothing kills the mounting tension and energy of a game like the DM having to shuffle thru the module to find info they need, and all the players start chatting in the interim.</p><p></p><p></p><p>Of course there is a word/page limit. However, if node-based design is used, then there is a much lower chance of content being skipped, as everything interconnects. Basically, a non-linear adventure needs a really strong framing scenario, and then lots of options about how to handle it. What it does not need is numerous diverse settings to account for every possible area the PCs might explore.</p><p></p><p> Saying an adventure is non-linear is not the same as saying "it's about whatever the players want." There are bounds to a non-linear adventure outside of which the players have jumped ship and are no longer pursuing the same scenario. That's fine, and I would say that's how it should be. But you cannot blame an adventure for a group of players saying "That's cool and all, but we've decided to do something completely different."</p><p></p><p></p><p>I've heard that sentiment before, but I'm not sure where it comes from. Certainly Paizo would disagree with that statement. From what I've heard anecdotally, core books rake in the most money, but adventures sell just fine.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6232750, member: 20323"] That's a great one. There's a reason the old adventures were called "modules"; the idea was, I believe, that the DM would kit bash them together to make a campaign, cutting and adding stuff as needed. Haha, yes it is, thanks. I totally disagree. Yes tastes differ. However, there are still common things most of us want in an adventure module that are "good." For example, you describe characteristics we all agree are bad in an adventure. Thus, a good adventure has cohesive logic and minimizes the assumptions it makes. So a good adventure is, broadly speaking, [b]thoughtfully designed[/b]. Also you touch on the [b]usability[/b] issue. I think that's an area that needs to be explored, the presentation and graphic design. Nothing kills the mounting tension and energy of a game like the DM having to shuffle thru the module to find info they need, and all the players start chatting in the interim. Of course there is a word/page limit. However, if node-based design is used, then there is a much lower chance of content being skipped, as everything interconnects. Basically, a non-linear adventure needs a really strong framing scenario, and then lots of options about how to handle it. What it does not need is numerous diverse settings to account for every possible area the PCs might explore. Saying an adventure is non-linear is not the same as saying "it's about whatever the players want." There are bounds to a non-linear adventure outside of which the players have jumped ship and are no longer pursuing the same scenario. That's fine, and I would say that's how it should be. But you cannot blame an adventure for a group of players saying "That's cool and all, but we've decided to do something completely different." I've heard that sentiment before, but I'm not sure where it comes from. Certainly Paizo would disagree with that statement. From what I've heard anecdotally, core books rake in the most money, but adventures sell just fine. [/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