What makes a good module?

Something fun to read and I can mine for ideas on plots, NPCs, encounters, etc. It has to have good illustrations, too.
 

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An engaging villain and cool maps!

Actually - have all of that in spades, you can still have a bad module - but at least it will be a good DM resource.

Without those two things - you will have neither - for certain.
 

Steel_Wind said:
An engaging villain and cool maps!

Actually - have all of that in spades, you can still have a bad module - but at least it will be a good DM resource.

Without those two things - you will have neither - for certain.

I love cool maps as well. I would argue that there are several really good modules without a central villian. Pharoah, Danger at Dunwater, and Castle Amber are several great modules without a focal villian.
 

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