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

Maps are really important. I just reviewed a source book (Temple Quarter by Game Mechanic) and the maps were freaking awsome. Christopher West I believe did the cartography and the maps alone make me want to use it. A great map I can use all the time more so then even a great adventure.
 

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Yeah, Christopher West is great. I definitely like his cartography style, and look forward to the adventures in Dungeon even more whenever he does the maps.
 

I am biased in favor of RP encounters, and prefer city adventures to dungeons.

Mystery. Not puzzles, but a plot that has to be worked through.

Something for every character, including what bardic knowledge has to say about things. (I completely lost interest in World's Largest Dungeon when it stated outright that bardic knowledge would reveal nothing.)

NPCs that are interesting and memorable enough that they can be used again later, with the players remembering them. This includes what they know (or think that they know) about what is going on, and what they will say about it.

Locations that are worth going back to.

The Auld Grump
 

What do I Look for in an adventure module?

1 Classic Theme
2 Attractive Cover/Title
3 Friends Recommend it

What does that mean?
1 Classic Theme ... Some classic fantasy story. Giants, Dragons, Vampires, etc.

2 Attractive Cover/Title ... a Title and/or cover art that relates to #1.

3 Friends recommend it. Either online evals, word of mouth, or maybe its based on or loosely taken off of historic modules.

OK, those are what gain my initial attention.

Once I actually start reading the module, I'm looking for a solid story and plot. I really don't care if there are combats. I don't have any interest in new monsters or creative templates. But I really really want STORY and NPC characterizations.
 

I like a paper booklet with an outer "screen" cover that is removable and has nice maps on the inside on blue graph paper style. Ah, the sweet smell of nostalgia...

... and ultimately, what makes a good adventure is one that generates lots of great stories of fun from lots of different people...
 

Altalazar said:
I like a paper booklet with an outer "screen" cover that is removable and has nice maps on the inside on blue graph paper style. Ah, the sweet smell of nostalgia...
They should sell them with an optional outer cover for an extra $10.
 

An overview that catches my attention in the first place.
Maps - Good maps - if they suck I don't get it.
Makes sense and I believe I can adapt it.
In a level range I will need in the near future.
If the overview mentions a twist or creature used that is new that can really help sell it.
 


tarchon said:
So I'm increasingly curious - why are maps so important to people?

Because even if you can't fit the adventure in, you can always use a good map.

And, on the other hand, having a bad map can really goof you up. A map is a primal game manargement tool Sometimes, descriptions of complex situations can be confusing, but illustrations can break it down. A picture (or a map) is worth a thousand words, and sometimes you can most quickly and accurately inform the DM (and consequenctly, players) visually.
 

tarchon said:
So I'm increasingly curious - why are maps so important to people?

Often, I think it's a version of "A picture is worth a thousand words." A well crafted map can tie everything else together and put it in perspective.
 

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