What do YOU think makes a "good" adventure?


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I want situation, not story. I want a compelling situation with NPCs and monsters that have clear agendas. Hopefully with competing groups. Something like Castle Amber, Keep on the Borderlands, DCC Modules, or Redbox Vancouver modules.

Do not want linear plots or assumptions of PC behavior.
I agree with you about situation not story. But I think this can go well beyond Castle Amber of KotB.

Rbbin Laws's scenario Demon of the Red Grove in the Hero Wars Narrator's Book, or many of the scenarios in the Prince Valiant core rulebook and Episode Book, show how this can be done outside an OSR paradigm.
 

1) the expectation (and reward) to do something heroic, but the chance (and consequence) to do something murder hobo and screw everything up
2) weird and wonderful new monsters
3) near death but success
4) funny NPCs you can talk to, but who do not turn into DM NPCs or bore you with useless lore
5) decent loot
6) dangling unanswered questions at the end
 

There are two elements that to me immediately give a boost to any adventure.

First, flexibility to accommodate a large number of character types and backstories without falling into the lazy “OK, you are all transported 1000 km away so your backstory doesn’t matter”. Curse of Strahd and Out of the Abyss immediately make any background the players might have had meaningless. “Your family was killed by gnolls and you are looking for vengeance against the one-eyed gnoll chieftain” good luck paying off that plot hook in Barovia or 3 miles underground!

Second, no NPCs that travel with the PCs that clearly overshadow them. Curse of Strahd is particularly bad at this with several high-level NPCs that can join the PCs (including blasted Mordenkainen), but Storm King’s Thunder also has a heroic frost giant (CR 9) travelling with level 6 PCs.
 
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