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What makes a good Adventure
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<blockquote data-quote="dave2008" data-source="post: 9372958" data-attributes="member: 83242"><p>In response to some recent threads complaining about adventure design (<a href="https://www.enworld.org/threads/spoilers-for-vecna-eve-of-ruin-are-my-standards-too-high-for-adventures.704698/" target="_blank">Are My Standards Too High for Adventures?</a> & <a href="https://www.enworld.org/threads/tangent-from-vecna-how-many-actually-good-adventures-are-there.704713/unread" target="_blank">How Many Actually Good Adventures Are There?</a>) and in the spirit of the EnWorld "Enhancing series (<a href="https://www.enworld.org/threads/enhancing-vecna-eve-of-ruin-spoilers.704192/" target="_blank"><em>Enhancing</em> <em>Vecna</em>: <em>Eve</em> <em>of</em> <em>Ruin</em> <em>SPOILERS</em></a> & <a href="https://www.enworld.org/threads/tangent-from-vecna-how-many-actually-good-adventures-are-there.704713/unread" target="_blank">How Many Actually Good Adventures Are There?</a>) ; I want to know what you think makes a good adventure. Don't tell me what is bad - what's the good stuff! </p><p></p><p>Personally I have never had a good time with published adventures from 1e - 5e from Paizo, Chaosium, TSR or WotC. I just don't know how to use them. They all seem terribly unhelpful to me. However, I do have ideas of what I would want. So in my mind, what I want, what I think is a good adventure (similar to what [USER=467]@Reynard[/USER] said here: <a href="https://www.enworld.org/threads/spoilers-for-vecna-eve-of-ruin-are-my-standards-too-high-for-adventures.704698/post-9372796" target="_blank">SAKS</a>), is a non-adventure. I want:</p><ol> <li data-xf-list-type="ol"><strong>A general area described.</strong> Depending on the scope it could be a region, a town, or castle. Not in great detail, but with general locations, adventure hooks and ideas. Major NPCs, factions, and forces at work described, but not detail. Not much story baggage.</li> <li data-xf-list-type="ol"><strong>Discrete detailed encounters.</strong> These should include expected level ranges (and suggestions on how to revise the level / challenge), scenarios packed with interesting and engaging information, and options for combat and/or social and/or exploration as needed.</li> <li data-xf-list-type="ol"><strong>Adventure ideas.</strong> A series of suggestions and ideas how these different encounters <u>might </u>link up. Suggestions on how an different resolutions of different encounters <u>might</u> affect other encounters.</li> </ol><p>I could see, depending on scale, that these could even be broken out into several books / pamphlets. Either initially or through expansions.</p><p></p><p>So, this sounds like good adventure design to me. Ideas and suggestions only, no prescribed story or plot.</p><p></p><p>What do think makes a good adventure. What do you want?</p></blockquote><p></p>
[QUOTE="dave2008, post: 9372958, member: 83242"] In response to some recent threads complaining about adventure design ([URL='https://www.enworld.org/threads/spoilers-for-vecna-eve-of-ruin-are-my-standards-too-high-for-adventures.704698/']Are My Standards Too High for Adventures?[/URL] & [URL='https://www.enworld.org/threads/tangent-from-vecna-how-many-actually-good-adventures-are-there.704713/unread']How Many Actually Good Adventures Are There?[/URL]) and in the spirit of the EnWorld "Enhancing series ([URL='https://www.enworld.org/threads/enhancing-vecna-eve-of-ruin-spoilers.704192/'][I]Enhancing[/I] [I]Vecna[/I]: [I]Eve[/I] [I]of[/I] [I]Ruin[/I] [I]SPOILERS[/I][/URL] & [URL='https://www.enworld.org/threads/tangent-from-vecna-how-many-actually-good-adventures-are-there.704713/unread']How Many Actually Good Adventures Are There?[/URL]) ; I want to know what you think makes a good adventure. Don't tell me what is bad - what's the good stuff! Personally I have never had a good time with published adventures from 1e - 5e from Paizo, Chaosium, TSR or WotC. I just don't know how to use them. They all seem terribly unhelpful to me. However, I do have ideas of what I would want. So in my mind, what I want, what I think is a good adventure (similar to what [USER=467]@Reynard[/USER] said here: [URL='https://www.enworld.org/threads/spoilers-for-vecna-eve-of-ruin-are-my-standards-too-high-for-adventures.704698/post-9372796']SAKS[/URL]), is a non-adventure. I want: [LIST=1] [*][B]A general area described.[/B] Depending on the scope it could be a region, a town, or castle. Not in great detail, but with general locations, adventure hooks and ideas. Major NPCs, factions, and forces at work described, but not detail. Not much story baggage. [*][B]Discrete detailed encounters.[/B] These should include expected level ranges (and suggestions on how to revise the level / challenge), scenarios packed with interesting and engaging information, and options for combat and/or social and/or exploration as needed. [*][B]Adventure ideas.[/B] A series of suggestions and ideas how these different encounters [U]might [/U]link up. Suggestions on how an different resolutions of different encounters [U]might[/U] affect other encounters. [/LIST] I could see, depending on scale, that these could even be broken out into several books / pamphlets. Either initially or through expansions. So, this sounds like good adventure design to me. Ideas and suggestions only, no prescribed story or plot. What do think makes a good adventure. What do you want? [/QUOTE]
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