D&D 5E What kind of adventures might you buy?

What kinds of adventure products might you buy?

  • Single Adventure (multiple sessions)

    Votes: 31 51.7%
  • Side Track Adventure (single session)

    Votes: 15 25.0%
  • Multiple Related Adventures

    Votes: 9 15.0%
  • Multiple Related Side Tracks

    Votes: 5 8.3%

  • Poll closed .
I would be most interested in a collection of modular primarily site-based adventures that I can easily drop into my sandbox. For 5e I use Dyson's Delve a lot; that (with all maps keyed) and the BFRPG Adventure Anthology 1 are a couple I use a lot. I would want the 5e monster stats included, unless it's a monster in the 5e Basic Rules - I would prefer not to have to carry a 5e Monster Manual to run the adventures.
 

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I picked single session adventure. But really I mean 1-4 sessions adventure. That's okay, campaigns like they have done are too much.
 

Adventure Product I am most likely to purchase:

1.) Single Adventure (multiple sessions of play)
2.) Side Track Adventure (single session of play)
3.) Multiple Adventures (tied to a setting, locale, or theme)
4.) Multiple Side Tracks (tied to a setting, locale, or theme).

Assume all offerings are PDFs with B&W art and priced no higher than $10 for largest offering.
Either a single, short but good adventure like Lost Mine of Phandelver.
Or a collection a many small mini-quests.

Those would be my favorites.

Really, there should be more like Lost Mine of Phandelver. 64 pages is all it needs. And the smaller, the easier it is to make it perfect and well explained with no plot holes. A cool adventure, that's super easy to DM with a story attached to it. Very fun to play.

What you call "Side Track Adventure" has the advantage that it's modular. I don't have to worry too much about how to connect the PCs into the story other than "You get this quest and decided to take it", which makes starting them really easy and requires a lot less preparation. Plus you will automatically be fully prepared by just reading the few pages in one go (on the other hand, reading 64 pages or 256 pages just for preparation would be too much). If I had many of these small adventures, I could be very flexible with my groups, get new PCs all the time, and still don't have to worry about connecting them into a story.
 

I haven't voted, because I would buy most any adventure if it looks interesting from a plot point of view, and if it doesn't force me to rewrite a huge swath of campaign history. I hate adventures that propose large wars, or introduce new gods or introduce new power factions into the world. I can't and won't add a demon invasion just to run one adventure, for example.
 

Adventure length and production value are less important than type of presentation. I am not interested in a pre-written story that players play through to a defined ending. I prefer scenarios that are easily dropped into an ongoing campaign. Regardless of length these types of adventures provide the most utility and re-usability for the money. Well produced material such as great NPCs, locales, etc. are worth buying even if the scenario they are written for never gets used.
 

If it were me I'd like a series of adventures along the lines of the adventure locations found in the Star Wars Saga Edition book Scum and Villainy. Each one was maybe five pages long, with just enough info and maps to get things going, each one could be played as is without anything other input but if you followed all of them they actually did for a coherent plot. So I'm fond of adventures that form a coherent plot when linked together, but aren't required to do so if you want to only play just one.
 

The bolded text is my emphasis.
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Take the maps and give me options to print them in B/W, "line" B/W, "old skool blue", etc., and let me turn on/off important stuff on them like room numbers and secret doors/areas so I can print "player maps" if I need/want to. Most importantly, use links for important locations, monsters, spells, etc., and even put in links to stuff you (the publisher/writer) have on the web ("digital downloads" for sounds, music, or other useful/fun stuff). A linked Index is a must. But link a new monster to the write up for it. Link a numbered location on a map to that locations description or whatever. In short, take advantage of all the cool stuff you can do with a PDF that you can't with a printed product.

snip
This, a thousand times this!
 

At the moment I'm most interested in "side tracks" that can easily be dropped into an existing adventure. I've been using a modular downloadable adventure series (Dimguard) with my kids, and at the end of the last one we played, they ended up in possession of a dragon egg. Their chosen solution (finding someone to raise it to be a good dragon) was not one forseen by the adventure author, so I've needed to put together an adventure that allows them to pursue that goal. Figuring out a solution path to that goal wasn't that difficult, but I would have struggled to come up with all the "along the way" and "side quest" pieces if it weren't for some short drop-in "adventures" I found poking around online. In the process, I've found that those short adventures/encounters have sparked additional ideas for connections/wider plots.

I'm also potentially going to be DM'ing a "come and go" game next year at a family reunion, where I'll need short adventures with the potential for a different mix of characters each (fairly short) session.
 

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