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What does well designed mean?
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<blockquote data-quote="bento" data-source="post: 2945106" data-attributes="member: 36597"><p>I'm a big fan of modules for the same reason - I don't have time to prep, and it's spent more on seguing to the next adventure.</p><p></p><p>Big issue for me is logic flow and story development.  I've played one module recently that, while having a great backstory, it logically did not provide the DM with an opportunity to have it told to the players.  All the creatures were set on "fight to the death" and while it's interesting to know why the party of robbers were turned into undead, they really don't have a chance to tell the players while they are being destroyed.</p><p></p><p>I want a module to feel like there's more than going from room to room killing monsters.  There should be a purpose and a level of suspense that continues to build until the end.</p><p></p><p>Another problem I have is when the module offers only one kind of encounter or exclusively relies on one type of monster.  The same module I mentioned above was 95% combat and 75% of that with kobolds.  After a few weeks of playing it, I was feeling like I needed to escape and get some fresh air.  A good module should have more puzzles and traps as well as a few unique rooms and rarely encountered monsters.  </p><p></p><p>My next module: either the 3.5 version of "White Plume Mountain" or the DCC "The Rat King's Revenge."</p></blockquote><p></p>
[QUOTE="bento, post: 2945106, member: 36597"] I'm a big fan of modules for the same reason - I don't have time to prep, and it's spent more on seguing to the next adventure. Big issue for me is logic flow and story development. I've played one module recently that, while having a great backstory, it logically did not provide the DM with an opportunity to have it told to the players. All the creatures were set on "fight to the death" and while it's interesting to know why the party of robbers were turned into undead, they really don't have a chance to tell the players while they are being destroyed. I want a module to feel like there's more than going from room to room killing monsters. There should be a purpose and a level of suspense that continues to build until the end. Another problem I have is when the module offers only one kind of encounter or exclusively relies on one type of monster. The same module I mentioned above was 95% combat and 75% of that with kobolds. After a few weeks of playing it, I was feeling like I needed to escape and get some fresh air. A good module should have more puzzles and traps as well as a few unique rooms and rarely encountered monsters. My next module: either the 3.5 version of "White Plume Mountain" or the DCC "The Rat King's Revenge." [/QUOTE]
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