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What do you Want in a Module?
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<blockquote data-quote="Stormonu" data-source="post: 5439344" data-attributes="member: 52734"><p>First and foremost, a good story. You might as well be cherry-picking encounters and stringing them together without it.</p><p></p><p>From there, wiggle room. As others have stated, leave the PCs multiple approaches to the target. Don't assume a straight line from front to end or "one way in, one way out" adventures. While I'm perfectly fine with steering PCs towards a desired outcome, the adventure should have enough latitude that creative PCs can flex their muscles to steer things to a conclusion resulting from their actions/inactions. Sure, modules have limited word count, but the answer to everything in the module shouldn't be to fight their way through it.</p><p></p><p>I'd also say that player handouts are great, as are DM's helpers. Boxed text to read, artwork of places & NPCs, as well as player maps, props and whatnot are great additions to get both DMs and players drawn into the make-believe surrounds.</p><p></p><p>And I'll also agree with the maps being put on the adventure covers that can be detached from the module pages. When you're reading through the text, not having to flip to the map while you're examining the text is so handy.</p><p></p><p>Finally, avoid the Delve format. It's constraining (must fit two pages) and sometimes confusing (rooms material often described separately from the delve section, leading to things being missed or forgotten).</p></blockquote><p></p>
[QUOTE="Stormonu, post: 5439344, member: 52734"] First and foremost, a good story. You might as well be cherry-picking encounters and stringing them together without it. From there, wiggle room. As others have stated, leave the PCs multiple approaches to the target. Don't assume a straight line from front to end or "one way in, one way out" adventures. While I'm perfectly fine with steering PCs towards a desired outcome, the adventure should have enough latitude that creative PCs can flex their muscles to steer things to a conclusion resulting from their actions/inactions. Sure, modules have limited word count, but the answer to everything in the module shouldn't be to fight their way through it. I'd also say that player handouts are great, as are DM's helpers. Boxed text to read, artwork of places & NPCs, as well as player maps, props and whatnot are great additions to get both DMs and players drawn into the make-believe surrounds. And I'll also agree with the maps being put on the adventure covers that can be detached from the module pages. When you're reading through the text, not having to flip to the map while you're examining the text is so handy. Finally, avoid the Delve format. It's constraining (must fit two pages) and sometimes confusing (rooms material often described separately from the delve section, leading to things being missed or forgotten). [/QUOTE]
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