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What do you look for when you purchase an Adventure Module?
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<blockquote data-quote="Yair" data-source="post: 2181707" data-attributes="member: 10913"><p>I purchase only pdfs adventures, so that's a given.</p><p><strong>Adaptability</strong>: If the plot (and level range) looks like it would fit into my campaign, you've got a good start. That isn't easy, as what I'm looking for is a moving target, but hey, who said life is easy... make it easily adaptable to a generic setting, with no eccentric elements like a major good god being evil in disguise, time travel, good-aligned orcs, or so on - and you're more likely to catch me. Political/geographic elements are a bonus, but only if I can adapt them to my campaign.</p><p><strong>Graphics</strong>: I am far more likely to purchase an adventure if it has, or seems to have, good maps, battle-mats (printable 3D-like pictures of key comabt locales), handouts, and similar props. </p><p><strong>Demo</strong>: If the adventure has a demo or preview showing off the graphic design, a handout example, and the adventure summary or something like that, it can go a long way to convince me.</p><p><strong>Length</strong>: I don't like overly long adventures, I'm usually looking for short adventures I can string easily into my campaign. Just two sessions or so. I am especially leery of a long dungeoncrawl; dungeoncrawling is fun, but it must be taken in moderation.</p><p>I liked Goodman's Games design of Dungeon Crawl Classics #14: Dungeon Interludes. It is a collection of several short dungeoncrawls you can string throughout the campaign in between other adventures, that are linked to form an overarching plot but are independent enough so they could fairly easily be replaced or ignored in part without ruining the others interludes.</p><p><strong>Price</strong>: Obviously, price is a consideration. Get above the 10$ mark and you're less likely to get me, get below the 5$ mark and you're much more likely to snare a sell.</p><p><strong>Proffessionalism</strong>: If there are spelling errors in your blurb, or the adventure looks amaturish for some reason, you're less likely to sell it to me. If the demo indicates poor use of or understanding of game mechanics, that is doubly so. Publishing through a recognized professional can help you out there - but I ain't putting that much weight on specific publishers.</p><p><strong>Good Reviews</strong>: Reviews certainly do influence my purchases, and good reviews will go a long way to make by buy the product.</p><p></p><p>That's to snare me. For me to actually enjoy the product, I would add...</p><p><strong>Coherence</strong>: The adventure has to make sense. The villains need a logical plan, everything should be there for a reason, and NPCs should react sensibly.</p><p><strong>Rules Adherence</strong>: I want a D&D adventure, not a generic-fantasy adventure. D&D rules should not be ignored even if it's cool (well, unless it's REALLY cool). </p><p><strong>A Free Rail System</strong>: Every adventure railroads to some degree, but it should be kept to a minimum. The adventure must be coherent and exhaustive enough for me to be able to decide what is going on when (not if, when) the players get off the rails, and it shouldn't force the players to do things only in its way. Reasonable contingencies for PC actions better be considererd.</p><p><strong>Coolness</strong>: OK, that's the really important thing that is really subjective - it has to be fun. If you set up cool situations that were resolved in a fun manner by my players, I'll be happy and will come back to more. Be warned, that if my players were cool but your adventure wasn't, I won't.</p><p></p><p>As for creative... well, not in the 'original' sense. I have nothing against cliches, and everything against being different for the sake of being different. The creativeness I am looking for is coolness - situations, NPCs, and predicaments that will be fun to play out and to see how the players handle.</p></blockquote><p></p>
[QUOTE="Yair, post: 2181707, member: 10913"] I purchase only pdfs adventures, so that's a given. [B]Adaptability[/B]: If the plot (and level range) looks like it would fit into my campaign, you've got a good start. That isn't easy, as what I'm looking for is a moving target, but hey, who said life is easy... make it easily adaptable to a generic setting, with no eccentric elements like a major good god being evil in disguise, time travel, good-aligned orcs, or so on - and you're more likely to catch me. Political/geographic elements are a bonus, but only if I can adapt them to my campaign. [B]Graphics[/B]: I am far more likely to purchase an adventure if it has, or seems to have, good maps, battle-mats (printable 3D-like pictures of key comabt locales), handouts, and similar props. [B]Demo[/B]: If the adventure has a demo or preview showing off the graphic design, a handout example, and the adventure summary or something like that, it can go a long way to convince me. [B]Length[/B]: I don't like overly long adventures, I'm usually looking for short adventures I can string easily into my campaign. Just two sessions or so. I am especially leery of a long dungeoncrawl; dungeoncrawling is fun, but it must be taken in moderation. I liked Goodman's Games design of Dungeon Crawl Classics #14: Dungeon Interludes. It is a collection of several short dungeoncrawls you can string throughout the campaign in between other adventures, that are linked to form an overarching plot but are independent enough so they could fairly easily be replaced or ignored in part without ruining the others interludes. [B]Price[/B]: Obviously, price is a consideration. Get above the 10$ mark and you're less likely to get me, get below the 5$ mark and you're much more likely to snare a sell. [B]Proffessionalism[/B]: If there are spelling errors in your blurb, or the adventure looks amaturish for some reason, you're less likely to sell it to me. If the demo indicates poor use of or understanding of game mechanics, that is doubly so. Publishing through a recognized professional can help you out there - but I ain't putting that much weight on specific publishers. [B]Good Reviews[/B]: Reviews certainly do influence my purchases, and good reviews will go a long way to make by buy the product. That's to snare me. For me to actually enjoy the product, I would add... [B]Coherence[/B]: The adventure has to make sense. The villains need a logical plan, everything should be there for a reason, and NPCs should react sensibly. [B]Rules Adherence[/B]: I want a D&D adventure, not a generic-fantasy adventure. D&D rules should not be ignored even if it's cool (well, unless it's REALLY cool). [B]A Free Rail System[/B]: Every adventure railroads to some degree, but it should be kept to a minimum. The adventure must be coherent and exhaustive enough for me to be able to decide what is going on when (not if, when) the players get off the rails, and it shouldn't force the players to do things only in its way. Reasonable contingencies for PC actions better be considererd. [B]Coolness[/B]: OK, that's the really important thing that is really subjective - it has to be fun. If you set up cool situations that were resolved in a fun manner by my players, I'll be happy and will come back to more. Be warned, that if my players were cool but your adventure wasn't, I won't. As for creative... well, not in the 'original' sense. I have nothing against cliches, and everything against being different for the sake of being different. The creativeness I am looking for is coolness - situations, NPCs, and predicaments that will be fun to play out and to see how the players handle. [/QUOTE]
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