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What do YOU think makes a "good" adventure?
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<blockquote data-quote="aco175" data-source="post: 8010816" data-attributes="member: 27385"><p>If I get an adventure module, I tend to look at the map first and then the appendix where NPCs, items, and new monsters are. I tend to judge if I find the monsters and such as silly or just made to be filler. I like when the NPCs come with a paragraph of description and playing notes. The map helps when I skim the layout of the adventure. I like nice maps, but something that is usable first is better than pretty, unless it is a player handout. I like to see a few avenues for the PCs to enter and move around like others said. Some can be hidden at first like the the entrance in Sunless Citadel.</p><p></p><p>I also like to see some some sort of cohesion or reason for things to be in the dungeon. Think back to old 1e dungeons where random monsters are sitting next to other random monsters and dragons are down 5ft halls to rooms only slightly larger than themselves. There needs to a reason why orcs are living next to gnolls and a dragon is down the hall. I know people like to vary things and if you always fight goblins, then it gets boring. Mixing the goblins with wolf and a hobgoblin boss is good like the first part of LMoP.</p></blockquote><p></p>
[QUOTE="aco175, post: 8010816, member: 27385"] If I get an adventure module, I tend to look at the map first and then the appendix where NPCs, items, and new monsters are. I tend to judge if I find the monsters and such as silly or just made to be filler. I like when the NPCs come with a paragraph of description and playing notes. The map helps when I skim the layout of the adventure. I like nice maps, but something that is usable first is better than pretty, unless it is a player handout. I like to see a few avenues for the PCs to enter and move around like others said. Some can be hidden at first like the the entrance in Sunless Citadel. I also like to see some some sort of cohesion or reason for things to be in the dungeon. Think back to old 1e dungeons where random monsters are sitting next to other random monsters and dragons are down 5ft halls to rooms only slightly larger than themselves. There needs to a reason why orcs are living next to gnolls and a dragon is down the hall. I know people like to vary things and if you always fight goblins, then it gets boring. Mixing the goblins with wolf and a hobgoblin boss is good like the first part of LMoP. [/QUOTE]
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What do YOU think makes a "good" adventure?
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