What do you look for when you purchase an Adventure Module?


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Short, interesting, flexible with regard to location, logical, CONSISTENT WITH THE STATED LEVEL RANGE. No freaking 3rd-level adventures with fiendish dracoliches lurking in the climactic encounter.

I don't care about the art, the elegance of the map, the cover, or the summary. I ain't gonna hang it on my wall for guests to admire.
 

Dungeon Magazine Is All That Is Needed

Here's what I look for:

The COVER should say, "DUNGEON Official Dungeons & Dragons Adventures Issue #xxx"

Nuff said :)

Their formatting, variance, convertability, and usefullness are worth way more than the 7.00 I pay.


jh
 

Unique Texture - Ambience and setting descriptions that strike me as memorable and unlike anything I've come across before. It is important the atmosphere not be generic. A good example of this is I3 Pharoah from 1st edition. Instead of a generic pyramid things like the maze of disorienting mist, a fanatical pilgrims trying to unlock the pyramids mystery, halls of the corrupted undead priesthood, and a pharoah's ghost that wants you to plunder his tomb make it truly stand out as unique.

The Element of Surprise - If I can look at the first couple encounters of roleplay and figure out the rest, then that tells me that there are no surprises or plot twists. You do not need an railroading module to create a plot twist either. A good example is the Sinister Secret of Saltmarsh. As you delve into the haunted mansion you find out a) it is really just a ruse set up by a mysterious group inhabiting the house, b) that the people are smugglers with a ship-based part of their operation, c) that they are smuggling weapons as well, and d) they are supplying weapons to a nearby tribe of lizard men that potentially threaten the nearby town. Think about your favorite movies and they almost always have the element of surprise. Where would Star Wars be without "Luke, I am your father." Where would the Sixth Sense be without the realization that the main character is a ghost. There are too many modules these days that are weak in this area.

Interesting Maps and Pictures - Quality maps and pictures are often a good surrogate for quickly screening out poor quality modules. If those are lacking often the rest will be lacking as well. Good maps and pictures on the other hand make a module more interesting and come to life. The original Ravenloft module was a good example of great art and maps.

Adaptability - Creating a unique enviroment that can fit into a campaign can be a challenge, but is definitely achievable. The more possible ways I can see to use a module the more likely I will buy it. The Dungeon adventure Siege of the Kratys Freehold was a skirmish-style defend the fort with an insufficient cadre of troops by creatively using the forts supplies and equipment. It comes across as a unique enough setting but it is so adaptable that I have been able to use it in innumerable campaigns. You can always throw in a situation where characters are surrounded by some army of bad guys and then whip out this module and then just change the race of the marauding army appropriately.

Memorable Characters - Like a setting I like the villians and NPCs to come across as interesting, logical, and constrasting. A great example of interesting NPCs is X2 Castle Amber... a setting that is filled with the mildly odd to criminally insane members of the Amber family living cursed to a timeless existence. There is the lady that has gone mad digging herself out of being burried alive and the ogre that has been cursed into thinking he is a fair maiden. I also liked Alexia Ciannor from the Witchfire trilogy, because her relationship changes in relation to the PCs from module to module.
 
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The Title, Cover Art, and "blurb on the back" all need to work together to attract buyers. The module needs to be about something unique; hopefully, not something I've played or run before. WHY are the PCs summoned to investigate the Wizrd's tower?

All of that requires the adventure to be about something, and stick to a particular theme. Then, if the theme interests me, I might pick it up.

No railroading also means that there should be more ways out of a situation than just "use magic... or die". What about the skillfull Rogues, or lesser skill-monkeys? Encounters which hinge upon the PCs having one spell are as bad as adventures which are "over" because the one NPC dies... Avoid both.

Adventures should be adaptable to a multitude of styles of play. If the party is not fighter-heavy, or has no Rogue, or whatever, there should be ways of avoiding or overcoming the obstacles and challenges without them. This also relates to NPCs.

NPCs should have motives for doing what they do, and living where they are. PCs should be able to find out these motives. Instead of fighting the kobolds with a party that is fighter-weak, perhaps the Bard could learn why the kobolds inhabit the old mine, and work out a deal to get past them, without bloodshed. Thus, Hack'n'Slashers and Role-Players could both enjoy the module.

Reward good ideas. I have yet to see a module where doing research into the history of So-and-so's tomb (or whatever) did any good... If the wise King Herremann was buried in his royal crypt, the builders probably had a floorplan, too. Why can't a PC make use of their Knowledge (History) to know stuff about the place? (And even so, things can have changed, in the 500 years, since, and the kobolds may now be running the place!) Another example would be when the PCs see a statue of the King in the tomb. Someone with high Knowledge (History or Local) could recognize him from his image on a coin in Uncle Sal's collection, or somesuch... but I have yet to see this done, in D&D...

Don't negate character abilities: Hordes of Constructs & Undead for the Rogue, trackless wastes for the Ranger, areas of anti-magic, or anti-teleport zones for the Wizards, "Psionics don't work, here" for the Psis and PsiWarriors, etc. It is a CHEAP tactic. Instead, allow the abilities to work as normal, perhaps with a -2 Circumstance Penalty. Occassional "nerfings" are okay, but area-wide, adventure-long versions are outre'! Find a better explanation... the Wiz can't usually teleport EVERYONE out, anyway.

Once in a while, it is okay to give the PCs insoluable problems, but usually, it is better to give them multiple ways to solve them, and then let them come up with their own version of a solution... Faced with an uncrossable gorge, the PCs could come up with the Wiz casting Tenser's Floating Disc, which the rest stand upon, whereupon he casts Jump, or they could find some ladders in the dungeon, which they tie together with rope, or whatever. Again, there should be multiple ways out, so that parties who miss one can find another, regardless of whether or not they have the proper spells prepared.

I agree with much of what was said preceeding this, about NPCs and plots having logical motivations, etc. NPCs should all have reasons for what they do, besides "the Wizard is mad". Even if he is, WHY is he releasing Owlbears on the Kingdom? What does he hope to gain? Double-ditto for the "mad gods" blamed for so much... Get rid of all of them, and get better explanations.
 

Crothian said:
I reward Creativity!! But Phil is right (as usual), most people shy away from books that get too out there creative wise.

It is frustrating.

Anyway, I think an important element is potential for future adventures. I like suggestions for ways in which the adventure material can affect/be used in the future.
 

Sholari said:
Unique Texture - Ambience and setting descriptions that strike me as memorable and unlike anything I've come across before. It is important the atmosphere not be generic. A good example of this is I3 Pharoah from 1st edition. Instead of a generic pyramid things like the maze of disorienting mist, a fanatical pilgrims trying to unlock the pyramids mystery, halls of the corrupted undead priesthood, and a pharoah's ghost that wants you to plunder his tomb make it truly stand out as unique.

If you're into unique adventures/concepts you're gonna love the adventure we're wrapping up (though it's not going to be published by Ronin Arts -- it's for another publisher). Michael Hammes and I went over it again last night and it's definitely unusual and fun.
 

One thing I'd like to start seeing in adventure modules is a flow chart, with the major decisions faced by the PCs as branching points on the chart. I'm a visual learner, and I tend to grok the structure of an adventure better that way.
 

Sholari said:
Where would Star Wars be without "Luke, I am your father."

As someone who likes the original Star Wars movie the best, and who prefers the original trilogy without Lucas' revisions, do you really want me to answer that? :)

Let me put it this way, if you are going to include a surprise, don't just pull it out of the air.
 

Steel_Wind said:
1 - Maps. If the maps aren't cool, I'm not buying it. Period. Nothing will persuade me to buy an adventure if the maps aren't cool.
Bingo - and in almost the exact words I'd use (if I were more eloquent). As many others have said, maps maps maps maps maps. Did I mention maps? If I don't get good quality maps (computer-generated maps are right out) with proper grids, I won't purchase the adventure, regardless of anything else.

Maps.

As well (thanks to Psion for these):
2) Adaptability - if I can't put it into my FR (or PS/AQ/KT/SJ) campaign without a lot of work, I won't buy.
3) Use the bleedin' rules - yeah, what Psion said.
4) Fault tolerance - again, what Psion said.

Length I'm more flexible on, but (unlike Psion, and like Steel_Wind), I'm more inclined to buy big adventures than smaller ones. Like others, I have an entire run of Dungeon magazine, and a schwack of 1e/2e adventures to cover me if I need something paltry.
 

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