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<blockquote data-quote="Scotley" data-source="post: 5439257" data-attributes="member: 11520"><p>Okay, I hear a lot of people complain about railroading, but not all players know what to do in a sand box. Don't railroad, but do put up some obvious signs about what to do. Give the DM some suggestions for what do to when things get off track. Preferably enough detail to allow the DM to go off on tangents if that's what the players want. </p><p></p><p>Memorable opponents and situations are a must. Story that is influenced by the players actions for good or ill. </p><p></p><p>Quality is a must as others have said--minimal typos, correct stat blocks, maps that make sense and organization that works. </p><p></p><p>Several plot hooks to appeal to different types of players/characters. I don't feel every adventure needs to plug into any game, but make it clear on the outside what is involved, so I don't buy something I can't use. </p><p></p><p>Give me writing that is fun to read, but keep the 'boxed text' short and to the point. Use it to give the relevant details and a sense of the appearance and personality of npcs/monsters. Leave the rest of the detail for the DM to pick and choose as needed. Nothing spoils the climactic battle like the DM stopping to read a novella to you when you are eager to start rolling dice. </p><p></p><p>Doesn't matter if it is dungeon, wilderness, city, exotic local, etc. Just put in the product description so I can pick what I want when I get ready. Give me scalability. Most groups are not one size fits all. And if you give me battle maps and tokens, give me extra tokens if I have to scale up. </p><p></p><p>Give me npcs that exist beyond the events of the adventure so I can reuse the ones players like (or hate) and locations I can use again and again are useful too. Give me some threads to build on after the events of the adventure as well.</p></blockquote><p></p>
[QUOTE="Scotley, post: 5439257, member: 11520"] Okay, I hear a lot of people complain about railroading, but not all players know what to do in a sand box. Don't railroad, but do put up some obvious signs about what to do. Give the DM some suggestions for what do to when things get off track. Preferably enough detail to allow the DM to go off on tangents if that's what the players want. Memorable opponents and situations are a must. Story that is influenced by the players actions for good or ill. Quality is a must as others have said--minimal typos, correct stat blocks, maps that make sense and organization that works. Several plot hooks to appeal to different types of players/characters. I don't feel every adventure needs to plug into any game, but make it clear on the outside what is involved, so I don't buy something I can't use. Give me writing that is fun to read, but keep the 'boxed text' short and to the point. Use it to give the relevant details and a sense of the appearance and personality of npcs/monsters. Leave the rest of the detail for the DM to pick and choose as needed. Nothing spoils the climactic battle like the DM stopping to read a novella to you when you are eager to start rolling dice. Doesn't matter if it is dungeon, wilderness, city, exotic local, etc. Just put in the product description so I can pick what I want when I get ready. Give me scalability. Most groups are not one size fits all. And if you give me battle maps and tokens, give me extra tokens if I have to scale up. Give me npcs that exist beyond the events of the adventure so I can reuse the ones players like (or hate) and locations I can use again and again are useful too. Give me some threads to build on after the events of the adventure as well. [/QUOTE]
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