gtwucla
Villager
I've spent the better part of the last two years writing adventures for my game Fire Burns Low, before I released it. As I wrote them (am writing more of them) I also collected other adventure modules (I'd read plenty before that too). Now I started this project about fifteen years ago, a couple years before D&D 5e released when Pathfinder and 3.5e were all the rage as alternatives to 4e "jumping the shark."
I was introduced to D&D at that time by someone that preferred the former rather than the latter, so I cut my teeth on the ol' Dungeon Magazine for 3.5e and man was that thing full of sweeping adventures packed full of information. In fact, the first adventure I ever played was a year long Age of Worms Campaign. As it turns out my GM was in large part the reason why I fell in love with TTRPGs because of how much he modified the story and game, so as I read more RPG books, I like many started to build my own thing and get friends to play it. As i made and playtested adventures with other GMs, I noticed adventures in other games make set ups and random tables more central to their modules. I concede, that might just be because I became exposed to more and more adventures rather than it changing in real time, but anyway I noticed there was a clear difference in design philosophy from designing around plot or dilemma, and setups with random tables. I see the value in this, I just prefer a design I also enjoy reading with a beginning, middle, and end. That's not to say that I want an end that is railroaded to conclusion, just a coherent reason for things happening and a possibility of an arc resolving. I know newer adventures modules don't necessarily do that, it's just more reliant on players having a hand in that construction.
All this to say, I've distilled the adventure design philosophies down. I know there's many shades of grey in between. But generally, what do you look for in an Adventure Module? Do you want something dense the likes of Age of Worms or the Great Pendragon Campaign, something you can read and run, or something more open with random tables? Do you appreciate both ends of the spectrum?
I was introduced to D&D at that time by someone that preferred the former rather than the latter, so I cut my teeth on the ol' Dungeon Magazine for 3.5e and man was that thing full of sweeping adventures packed full of information. In fact, the first adventure I ever played was a year long Age of Worms Campaign. As it turns out my GM was in large part the reason why I fell in love with TTRPGs because of how much he modified the story and game, so as I read more RPG books, I like many started to build my own thing and get friends to play it. As i made and playtested adventures with other GMs, I noticed adventures in other games make set ups and random tables more central to their modules. I concede, that might just be because I became exposed to more and more adventures rather than it changing in real time, but anyway I noticed there was a clear difference in design philosophy from designing around plot or dilemma, and setups with random tables. I see the value in this, I just prefer a design I also enjoy reading with a beginning, middle, and end. That's not to say that I want an end that is railroaded to conclusion, just a coherent reason for things happening and a possibility of an arc resolving. I know newer adventures modules don't necessarily do that, it's just more reliant on players having a hand in that construction.
All this to say, I've distilled the adventure design philosophies down. I know there's many shades of grey in between. But generally, what do you look for in an Adventure Module? Do you want something dense the likes of Age of Worms or the Great Pendragon Campaign, something you can read and run, or something more open with random tables? Do you appreciate both ends of the spectrum?








