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What do YOU think makes a "good" adventure?
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<blockquote data-quote="pming" data-source="post: 8011248" data-attributes="member: 45197"><p>Hiya!</p><p></p><p></p><p></p><p>For me, a "Good Adventure" is one that has a loose Story (NOT PLOT! ; "Story" = "Pirates are attacking ships in the Straight of Vhuln, stealing what's on board, then sinking what's left!" ... "Plot" = "The Blue Pirate is attacking ships in the Straight of Vhuln, he's looking for something or someone, then burning the ship unless it's flying the colours of the Evil Country of Bleargh!").</p><p></p><p>I want an adventure to SHOW me what's going on....not TELL me what's going on. I want a lot of vagaries and 'wiggle room'. I want a dungeon that has random encounter tables, and an overview of that lives on what level. I want NPC's with motives that can be used, modified, or completely ignored. Hell, I want NPC's themselves to be able to be used, modified or completely ignored. I don't want "X" in the adventure to be <em>required</em> in order to get to "Y", and I don't want "Z" to occur 100% when the PC's get to "Y".</p><p></p><p>Basically...I want classic 1e AD&D style adventures, or the "DCC" style adventures that Goodman Games put out for 3.x. I don't want "Adventure Paths" and I don't want a pre-determined "storyline" that is expected to be followed from A to Z with very little variation.</p><p></p><p>HOW do I decide if an adventure is one I want to incorporate into my campaign? First, how "detailed" is the story. If it's detailed up the wazoo...I pass. Too much work. Second, I look for Random Encounter Tables. If none...big red flag. Third, I look at the inside cover map...if there isn't one, I pass. If there is one, each 'page' of the cover (re: inside front and back) need to have at LEAST 12 listed 'encounter areas' on each. Fourth, and last, I look for simple production...not fancy production...value. Meaning...I don't generally buy anything modern because companies seem to put FAR too much of their budget into glossy pages (ICK!), full-colour maps, full-colour artwork, full-colour textured pages with full-colour fancy boarders and all other manner of 'look!....shiiiiinnneeeyyyyyy!'. If I see that, I think "Ok, what are you trying to hide?...".</p><p></p><p>But then again, I'm a 50 year old curmudgeonly grognard killer DM with 40 years of DM'ing under my belly... so what do <em>I</em> know. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 8011248, member: 45197"] Hiya! For me, a "Good Adventure" is one that has a loose Story (NOT PLOT! ; "Story" = "Pirates are attacking ships in the Straight of Vhuln, stealing what's on board, then sinking what's left!" ... "Plot" = "The Blue Pirate is attacking ships in the Straight of Vhuln, he's looking for something or someone, then burning the ship unless it's flying the colours of the Evil Country of Bleargh!"). I want an adventure to SHOW me what's going on....not TELL me what's going on. I want a lot of vagaries and 'wiggle room'. I want a dungeon that has random encounter tables, and an overview of that lives on what level. I want NPC's with motives that can be used, modified, or completely ignored. Hell, I want NPC's themselves to be able to be used, modified or completely ignored. I don't want "X" in the adventure to be [I]required[/I] in order to get to "Y", and I don't want "Z" to occur 100% when the PC's get to "Y". Basically...I want classic 1e AD&D style adventures, or the "DCC" style adventures that Goodman Games put out for 3.x. I don't want "Adventure Paths" and I don't want a pre-determined "storyline" that is expected to be followed from A to Z with very little variation. HOW do I decide if an adventure is one I want to incorporate into my campaign? First, how "detailed" is the story. If it's detailed up the wazoo...I pass. Too much work. Second, I look for Random Encounter Tables. If none...big red flag. Third, I look at the inside cover map...if there isn't one, I pass. If there is one, each 'page' of the cover (re: inside front and back) need to have at LEAST 12 listed 'encounter areas' on each. Fourth, and last, I look for simple production...not fancy production...value. Meaning...I don't generally buy anything modern because companies seem to put FAR too much of their budget into glossy pages (ICK!), full-colour maps, full-colour artwork, full-colour textured pages with full-colour fancy boarders and all other manner of 'look!....shiiiiinnneeeyyyyyy!'. If I see that, I think "Ok, what are you trying to hide?...". But then again, I'm a 50 year old curmudgeonly grognard killer DM with 40 years of DM'ing under my belly... so what do [I]I[/I] know. ;) ^_^ Paul L. Ming [/QUOTE]
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