Herremann the Wise said:
What are some of the things that really annoy you in certain adventure modules?
I
hate being referred to a non-appendix page elsewhere in the adventure. Even when the reference page is correct. If an NPC, or item, or monster, or whatever is important enough to be used in multiple places, put it in an appendix. Conversely, I
hate when those items are placed in an appendix when they don't need to be (i.e., when they're only used once).
What new innovations, styles or presentations do you wish writers would put into adventure modules but don't?
Well, it's not "new," but it's not done often enough: I like
lots of meaningful illustrations to show my players. These can be done as a booklet, but it's fine with me if they're closer to the source pages, where they can do double-duty illustrating the adventure as you read it, and providing a handout.
I've found myself recently wishing for a master treasure list, but this may not be an issue for most people. I'm doing a lot more modification to the adventures I'm using, and this would be very helpful ... basically just a chart with two columns, one listing the treasure available, and the second listing what the PCs have to do to get it (defeat a creature, make a Search check, whatever).
Similarly, a master XP list. Same deal. I'd like to know how much gold and XP is available to my players from this adventure, without having to perform the work of finding it all and tabulating it.
Finally, and I really don't know how much utility it would have, I'd like to see someone include a "flow-chart" of the adventure. A literal flow-chart, with the ovals, rectangles, diamonds, and all. Again, this would (theortetically) make it easier for the DM to prepare the adventure, to run it, and (most importantly for me) to alter it.
For an example of what
not to do in an adventure, check out
Siege at Ebonring Keep, one of the worst organized, worst edited monstrosities I've ever read. (And I've read literally hundreds -- maybe thousands -- of D20/OGL products.)