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What do you want in a published adventure? / Adventure design best practices?
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<blockquote data-quote="Lanefan" data-source="post: 7158360" data-attributes="member: 29398"><p>I'm just looking to make the text denser, more like the early 1e modules that - even allowing for occasional bouts of Gygaxian prose - mostly managed to pack a lot of info into a small page count.</p><p></p><p>Agreed, with reservations: 4e was very good at the big set-piece encounter or combat, but they were generally a) inflexible, and b) unavoidable.</p><p></p><p>WG4 Forgotten Temple of Tharizdun actually manages to pull off an almost-unavoidable big battle very well, in that it's the first thing you hit on reaching the actual dungeon - you have to fight your way in through a rather elegant set-piece.</p><p></p><p>Not every module needs this, and after a while it becomes just more extra trappings. An otherwise-disconnected series of modules from the same author or company could simply reference a town or region presented in the first one; but my own preference is an adventure that can be placed anywhere.</p><p></p><p>That said, the module should in its introductory notes give some indication of how near/far certain features should be from it. An example might go:</p><p></p><p><em>Danger Hill is a self-contained adventure which can be placed anywhere desired by you, the DM; though it is recommended that it be in a forested area with at least 4 or 5 days' travel between the hill and any real civilization.</em></p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7158360, member: 29398"] I'm just looking to make the text denser, more like the early 1e modules that - even allowing for occasional bouts of Gygaxian prose - mostly managed to pack a lot of info into a small page count. Agreed, with reservations: 4e was very good at the big set-piece encounter or combat, but they were generally a) inflexible, and b) unavoidable. WG4 Forgotten Temple of Tharizdun actually manages to pull off an almost-unavoidable big battle very well, in that it's the first thing you hit on reaching the actual dungeon - you have to fight your way in through a rather elegant set-piece. Not every module needs this, and after a while it becomes just more extra trappings. An otherwise-disconnected series of modules from the same author or company could simply reference a town or region presented in the first one; but my own preference is an adventure that can be placed anywhere. That said, the module should in its introductory notes give some indication of how near/far certain features should be from it. An example might go: [I]Danger Hill is a self-contained adventure which can be placed anywhere desired by you, the DM; though it is recommended that it be in a forested area with at least 4 or 5 days' travel between the hill and any real civilization.[/I] Lanefan [/QUOTE]
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What do you want in a published adventure? / Adventure design best practices?
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