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General Tabletop Discussion
*Dungeons & Dragons
What constitutes "DM Friendly" adventure / module in your opinion?
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<blockquote data-quote="JonnyP71" data-source="post: 7322285" data-attributes="member: 6788862"><p>Bang on. One of the best adventures of the much vaunted 1E module era was I4 - Oasis of the Lost Palm. Intrigue, interesting NPCs, great setting, engaging challenges for the party. It was brilliant. Apart from the fact that the DM had to read it from cover to cover several times to piece it all together, and even then it was tough to run, with information scattered, and lazy editing. It's still a good module - just not one a novice DM should even dream of running.</p><p></p><p>The most DM friendly modules were the UK series in 1E AD&D. Tidy, clear, maps on the loose cardboard sleeve. Well written and well edited, with key items highlighted in the text. Comprehensive monster information in the text, combined with an additional monster roster in some of the adventures printed on the cardboard sleeve. Neat episodic plotting. They were as simple to understand and to run as any adventures before or after. British writers led the way here, and made the US TSR releases look lazy and rushed in comparison.</p><p></p><p>In 5E The Lost Mines of Phandelver is the most DM friendly - again it's well paced, the chapters are sensible and succinct. There's plenty of sensible DMing advice in there. But WotC's insistence on having the maps in with the text and the stat blocks at the back is what marks all modern adventures down in comparison with the best from the TSR era.</p></blockquote><p></p>
[QUOTE="JonnyP71, post: 7322285, member: 6788862"] Bang on. One of the best adventures of the much vaunted 1E module era was I4 - Oasis of the Lost Palm. Intrigue, interesting NPCs, great setting, engaging challenges for the party. It was brilliant. Apart from the fact that the DM had to read it from cover to cover several times to piece it all together, and even then it was tough to run, with information scattered, and lazy editing. It's still a good module - just not one a novice DM should even dream of running. The most DM friendly modules were the UK series in 1E AD&D. Tidy, clear, maps on the loose cardboard sleeve. Well written and well edited, with key items highlighted in the text. Comprehensive monster information in the text, combined with an additional monster roster in some of the adventures printed on the cardboard sleeve. Neat episodic plotting. They were as simple to understand and to run as any adventures before or after. British writers led the way here, and made the US TSR releases look lazy and rushed in comparison. In 5E The Lost Mines of Phandelver is the most DM friendly - again it's well paced, the chapters are sensible and succinct. There's plenty of sensible DMing advice in there. But WotC's insistence on having the maps in with the text and the stat blocks at the back is what marks all modern adventures down in comparison with the best from the TSR era. [/QUOTE]
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General Tabletop Discussion
*Dungeons & Dragons
What constitutes "DM Friendly" adventure / module in your opinion?
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