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What makes a good Adventure
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<blockquote data-quote="Oofta" data-source="post: 9373080" data-attributes="member: 6801845"><p>I don't use modules myself other than to occasionally mine for ideas, encounter areas and interesting NPCs. But the problem is in part that there is no one way to write a module that will work for everyone. I was in a game recently for Dragon Heist and the DM just simply didn't know how to run it. He wanted, or perhaps needed, a linear campaign with clear goals and steps and the module simply isn't really designed that way. It's not that he's a bad guy or a bad DM, it just wasn't structured in a way that worked for him.</p><p></p><p>So for me, a module should just be more of a setting with different factions and what their motivations and goals are. Give me ideas for conflicts with those factions and some stat blocks that can be adjusted based on what level the PCs are and the group. Maybe give me some kind of timer or way of tracking how close the different factions are to their goals, both for the enemy and the allies.</p><p></p><p>For others, it should be fairly linear with clearly defined A > B > C steps, with perhaps the occasional D <em>or </em>E. Include some suggestions of different ways to overcome encounters here and there, with potential for stuff like converting an adversary to a neutral party or even an ally. But keep it primarily a linear adventure.</p></blockquote><p></p>
[QUOTE="Oofta, post: 9373080, member: 6801845"] I don't use modules myself other than to occasionally mine for ideas, encounter areas and interesting NPCs. But the problem is in part that there is no one way to write a module that will work for everyone. I was in a game recently for Dragon Heist and the DM just simply didn't know how to run it. He wanted, or perhaps needed, a linear campaign with clear goals and steps and the module simply isn't really designed that way. It's not that he's a bad guy or a bad DM, it just wasn't structured in a way that worked for him. So for me, a module should just be more of a setting with different factions and what their motivations and goals are. Give me ideas for conflicts with those factions and some stat blocks that can be adjusted based on what level the PCs are and the group. Maybe give me some kind of timer or way of tracking how close the different factions are to their goals, both for the enemy and the allies. For others, it should be fairly linear with clearly defined A > B > C steps, with perhaps the occasional D [I]or [/I]E. Include some suggestions of different ways to overcome encounters here and there, with potential for stuff like converting an adversary to a neutral party or even an ally. But keep it primarily a linear adventure. [/QUOTE]
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