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What makes a good adventure for DM's?
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<blockquote data-quote="Emirikol" data-source="post: 1468679" data-attributes="member: 10638"><p>This is an excellent question and one that doesn't deserve simple lists of scenarios that were fun as an answer <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> Probably only 3.0-3.5 scenarios need to be detailed here because formatting has changed so much over the years.</p><p></p><p>I've edited a whole load of Living Greyhawk scenarios, which by and large are written by guys like us. Not game designers and having very little experience in writing scenarios in general. I've gotten picky on a lot of annoying mistakes that I feel that both professional and amateur writers alike make time and time again. I've noted them in my big post above.</p><p></p><p>My big Conan campaign ended in January, but my experiences were generally good with the following scenarios:</p><p></p><p>The Malady of Kings (Troll Lord): It was easily enough convertable to Conan, had a decent backstory, had decent maps and copyable handouts. The formatting was my preferred style: Read aloud THEN DM's text. The monsters were balanced and there was more than one way to solve several of the encounters.</p><p></p><p>Pandemonium in the Veins in Dungeon #96 (the Gladiator Issue paired with Dragon). It had an interesting backstory and some changeable elements of the backstory that worked well no matter what you did. The characters of opposing gladiators were interesting and the fights were great! There was room to add a lot more story too. Again, it had my preferred format: Read-Aloud text and THEN DM's text. The maps were useful from both Dungeon and Dragon (posters), however there could have been some numbering on the poster of the Pits underneath the arena.</p><p></p><p>Porphyry House Horror, Dragon #95 (Vile sealed section). This scenario was a behemoth. There was a giant map of the whorehouse and there was a lot of disgusting stuff going on in there. It was truly vile..in a sense that the sexual elements were fecal, bloody, and violent..it reminded me of that TOOL song, Prison Sex. The formatting was fine, but there was a larger map than necessary and the scenario was longer than it needed to be. </p><p></p><p>My favorite thus far for 3.0 has been "Dark Times in Sherwood" from Dungeon #82. It had a VERY cleaned up look to it compared to a lot of other scenarios I've seen. It had a strong plotline, excellent bad and good guys, great maps (although the Sherwood poster was a bit hard to see because it was so light). Lastly, although it is set on earth, there is MAGIC in it as well as pure evil and monsters. Players won't ever groan about 'low magic' again after playing this scenario.</p><p></p><p>I agree with you on Necropolis. The same can be said for Rappan Athuk and it's kind, as well as Return to the Temple of Elemental Evil. Dungeon crawls are fun if they can find a focus..instead of a map of random encounters with forced plots to try to bring them together.</p><p></p><p>jh</p><p></p><p></p><p></p><p></p><p></p><p>..</p></blockquote><p></p>
[QUOTE="Emirikol, post: 1468679, member: 10638"] This is an excellent question and one that doesn't deserve simple lists of scenarios that were fun as an answer ;) Probably only 3.0-3.5 scenarios need to be detailed here because formatting has changed so much over the years. I've edited a whole load of Living Greyhawk scenarios, which by and large are written by guys like us. Not game designers and having very little experience in writing scenarios in general. I've gotten picky on a lot of annoying mistakes that I feel that both professional and amateur writers alike make time and time again. I've noted them in my big post above. My big Conan campaign ended in January, but my experiences were generally good with the following scenarios: The Malady of Kings (Troll Lord): It was easily enough convertable to Conan, had a decent backstory, had decent maps and copyable handouts. The formatting was my preferred style: Read aloud THEN DM's text. The monsters were balanced and there was more than one way to solve several of the encounters. Pandemonium in the Veins in Dungeon #96 (the Gladiator Issue paired with Dragon). It had an interesting backstory and some changeable elements of the backstory that worked well no matter what you did. The characters of opposing gladiators were interesting and the fights were great! There was room to add a lot more story too. Again, it had my preferred format: Read-Aloud text and THEN DM's text. The maps were useful from both Dungeon and Dragon (posters), however there could have been some numbering on the poster of the Pits underneath the arena. Porphyry House Horror, Dragon #95 (Vile sealed section). This scenario was a behemoth. There was a giant map of the whorehouse and there was a lot of disgusting stuff going on in there. It was truly vile..in a sense that the sexual elements were fecal, bloody, and violent..it reminded me of that TOOL song, Prison Sex. The formatting was fine, but there was a larger map than necessary and the scenario was longer than it needed to be. My favorite thus far for 3.0 has been "Dark Times in Sherwood" from Dungeon #82. It had a VERY cleaned up look to it compared to a lot of other scenarios I've seen. It had a strong plotline, excellent bad and good guys, great maps (although the Sherwood poster was a bit hard to see because it was so light). Lastly, although it is set on earth, there is MAGIC in it as well as pure evil and monsters. Players won't ever groan about 'low magic' again after playing this scenario. I agree with you on Necropolis. The same can be said for Rappan Athuk and it's kind, as well as Return to the Temple of Elemental Evil. Dungeon crawls are fun if they can find a focus..instead of a map of random encounters with forced plots to try to bring them together. jh .. [/QUOTE]
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