Glyfair
Explorer
There isn't one thing (or even a group of things) that makes a module "fun." It's like asking what makes food "taste good." Some people love candy, some can't stand it. There certainly are things that make things fun more often than not.
I think the most important thing, though, is having an adventure designed by a skilled writer (or group of writers) who keep it foremost in mind that the adventure should be fun. They know the things that tend to work, and have the experience to know how to use them in the most effective way.
The second most important thing is the DM combined with his relationship with his players. The best adventure in the world isn't fun when the DM can't run it properly. It also isn't fun when the DM has one idea of how a game should go, and the players have another (or even several others).
I think the most important thing, though, is having an adventure designed by a skilled writer (or group of writers) who keep it foremost in mind that the adventure should be fun. They know the things that tend to work, and have the experience to know how to use them in the most effective way.
The second most important thing is the DM combined with his relationship with his players. The best adventure in the world isn't fun when the DM can't run it properly. It also isn't fun when the DM has one idea of how a game should go, and the players have another (or even several others).


