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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
What are your favorite adventures (and why)?
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="delericho" data-source="post: 6208771" data-attributes="member: 22424"><p>Of course. But I would argue that the former is still a bad module - the weaknesses may be disguised, but they're still there and they're still weaknesses. The latter is better... but could be better still given another round of polishing. Given the choice between style and substance, I'll certainly prefer substance. But I'm greedy - if were talking about <em>good</em> adventures, then I want both.</p><p></p><p></p><p></p><p>The problem with a requirement for "minimal backstory" is that it <em>really</em> limits what the adventure writer can do. In a lot of cases, the design of the dungeon should itself imply a backstory, and even things like the choices of monsters and traps may well tie in. Even something as simple as a temple used by an evil cult isn't immune - I would expect a temple to Orcus to be rather different from one to Pazazu.</p><p></p><p>And yet, on the other hand, I can <em>certainly</em> see the other side. Very few adventure modules (and certainly standalone adventures, as opposed to Adventure Path instalments) are used strictly as-is - there's at least some adaptation to the ongoing campaign. And that means that the adventure <em>needs</em> to be flexible to allow for that sort of adjustment.</p><p></p><p></p><p></p><p>Yes, absolutely.</p><p></p><p>(And, incidentally, this is why I don't consider something like "King of the Trollhaunt Warrens" to be a good adventure, even though I don't doubt groups had fun with it - there's basically one way into the adventure, then one route through the encounters until the BBEG is encountered. And if the players jump the tracks, the DM is basically on his own.)</p><p></p><p></p><p></p><p>Agreed again. I've broken these two away from the others, though, because while the previous ones are about the design of the adventure itself, these are really about the design of the physical product. If you will, it's the software/hardware split. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Going forward, I think companies will need to be aware that many, if not most, adventures are going to be electronic products (certainly as well as, if not instead of, physical products). That makes things like the "detachable map" a bit less of a concern. At the same time, it does mean that they should be looking at ways to leverage the technology - there should be a map, and it should probably link each keyed entry on the map to the relevant text in the module itself.</p></blockquote><p></p>
[QUOTE="delericho, post: 6208771, member: 22424"] Of course. But I would argue that the former is still a bad module - the weaknesses may be disguised, but they're still there and they're still weaknesses. The latter is better... but could be better still given another round of polishing. Given the choice between style and substance, I'll certainly prefer substance. But I'm greedy - if were talking about [i]good[/i] adventures, then I want both. The problem with a requirement for "minimal backstory" is that it [i]really[/i] limits what the adventure writer can do. In a lot of cases, the design of the dungeon should itself imply a backstory, and even things like the choices of monsters and traps may well tie in. Even something as simple as a temple used by an evil cult isn't immune - I would expect a temple to Orcus to be rather different from one to Pazazu. And yet, on the other hand, I can [i]certainly[/i] see the other side. Very few adventure modules (and certainly standalone adventures, as opposed to Adventure Path instalments) are used strictly as-is - there's at least some adaptation to the ongoing campaign. And that means that the adventure [i]needs[/i] to be flexible to allow for that sort of adjustment. Yes, absolutely. (And, incidentally, this is why I don't consider something like "King of the Trollhaunt Warrens" to be a good adventure, even though I don't doubt groups had fun with it - there's basically one way into the adventure, then one route through the encounters until the BBEG is encountered. And if the players jump the tracks, the DM is basically on his own.) Agreed again. I've broken these two away from the others, though, because while the previous ones are about the design of the adventure itself, these are really about the design of the physical product. If you will, it's the software/hardware split. :) Going forward, I think companies will need to be aware that many, if not most, adventures are going to be electronic products (certainly as well as, if not instead of, physical products). That makes things like the "detachable map" a bit less of a concern. At the same time, it does mean that they should be looking at ways to leverage the technology - there should be a map, and it should probably link each keyed entry on the map to the relevant text in the module itself. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
What are your favorite adventures (and why)?
Top