buzz
Adventurer
I guess I'm somewhat on Psion's page. Bet it an adventure or any other RPG product, "well-designed" means, to me, that the product achieves its stated goal, and does it with at least a certain level of competence. There is the question of whether the goal of the product is worthwhile, or at least whether it's one in which I have any interest. In the latter case, my interest doesn't necessarily make it a good or poor design.
If we're talking specifically about D&D adventures:
If we're talking specifically about D&D adventures:
- It should be clear what the PCs are supposed to do. This doesn't mean plot. It just means that, if the adventure is simply an interesting locale for the PCs to plunder, the product should make that clear. Likewise if there is an actual goal or endgame. "The PCs get embrioled in drow plot to conquer the surface world; if they do not stop the high pirestess, here are the consequences."
- The physical product itself should be useable. E.g., if a given encounter focuses on a specific terrain element, that element, and how to use it, should be described as clearly as possible.
- The encounters are tactically interesting.
- The encounters are appropriate for the adventure's stated character level.
- The rewards are appropriate for the adventure's stated character level.
- The players are able to make meaningful choices, and those choices are clearly presented. This can be as simple as choosing which door to take.