EzekielRaiden
Follower of the Way
For me, a good adventure must have:
1. Enough flexibility to respond to changing player ideas. It's fine to expect a certain amount of buy-in (e.g., the players aren't going to join forces with the wicked necromancer, the players will try to save the beautiful dragon from the rapacious princess, etc.), but embracing both clever and boneheaded maneuvers by the players is essential.
2. Enough lore and depth that folks who like that stuff (hello! hi!) can sink their teeth into it, but not so much that folks who aren't into it have to wade through it to get what they need.
3. Good combats! Having two or three really memorable, exciting combats in an adventure is a great way to leave a lasting positive impression.
4. Care when writing NPCs, whether friendly or unfriendly. Villains can be dag-nasty-bad or complex multifaceted sob stories, but they need to pull it off. It's quite possible to write a great "pure evil" villain, and quite possible to write a terribad "deep" villain. Allies need to be likable to some extent, otherwise they're grating bores or (worse) twee, cutesy burdens.
5. Lastly, but still pretty high up there, a good hook or premise. Doesn't have to be world-shaking, but it needs to be enough to intrigue, something that naturally draws the eye or the ear.
1. Enough flexibility to respond to changing player ideas. It's fine to expect a certain amount of buy-in (e.g., the players aren't going to join forces with the wicked necromancer, the players will try to save the beautiful dragon from the rapacious princess, etc.), but embracing both clever and boneheaded maneuvers by the players is essential.
2. Enough lore and depth that folks who like that stuff (hello! hi!) can sink their teeth into it, but not so much that folks who aren't into it have to wade through it to get what they need.
3. Good combats! Having two or three really memorable, exciting combats in an adventure is a great way to leave a lasting positive impression.
4. Care when writing NPCs, whether friendly or unfriendly. Villains can be dag-nasty-bad or complex multifaceted sob stories, but they need to pull it off. It's quite possible to write a great "pure evil" villain, and quite possible to write a terribad "deep" villain. Allies need to be likable to some extent, otherwise they're grating bores or (worse) twee, cutesy burdens.
5. Lastly, but still pretty high up there, a good hook or premise. Doesn't have to be world-shaking, but it needs to be enough to intrigue, something that naturally draws the eye or the ear.