Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
What makes a published adventure great?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Blackbrrd" data-source="post: 6120927" data-attributes="member: 63962"><p><strong>First, some digressions</strong></p><p></p><p>Red Hand of Doom was a great adventure in my opinion. It did a lot of things very well:</p><p>- Every decision mattered for the big city attack towards the end of the module.</p><p>- Multiple interesting locations, so little railroading.</p><p>- Very easy to run as a DM for a 128 page module</p><p>- Lots of content, more than you would expect for a 128 page module</p><p>- Interesting set-piece battles</p><p>- Really easy to modify to taste</p><p></p><p>It is probably the best module I have ever run.</p><p></p><p>I am going to run Reavers of Harkenworld (4e module) which after reading it looks like a bad replica of Red Hand of Doom. It feels a lot less open-ended than RHoD, and has way too much focus on the encounters. Instead of being and adventure with encounters, it's an adventure of encounters. </p><p></p><p>The thing that Reavers of Harkenworld has going for it is the basic premise of the adventure is solid and open-ended. I will probably modify it quite heavily according to the PC's actions and use the NPC stats and so on.</p><p></p><p>I am also going to run Madness at Gardmoore Abbey which looks to have a relatively involved backstory and quite a lot of interesting details. I do think that the basic premise of the module is weak, but it does have some NPC's that are quite well detailed. </p><p></p><p>What I dislike the most about the adventure is the use of DM-PC's. I just can't stand them. It's one of the things that made me stop running War of the Burning Sky. I think adding DM-PC's to an adventure group really adds to the rail-roading factor and a lot of modules makes it relatively awkward to write them out of the story - or include them in some other way.</p><p></p><p><strong>Conclusions</strong></p><p>I think [MENTION=20323]Quickleaf[/MENTION] really hits the nail on the head with his comment regarding what makes a module great - the usability/adaptability and convenience you gain by using it. </p><p></p><p>I think that something from object oriented programming thought process can be used here. Have simple modules that are easy to understand that make up the complex system (adventure), instead of one big complex adventure. This is one of the basic reasons I think adventures like Red Hand of Doom gained so much success.</p></blockquote><p></p>
[QUOTE="Blackbrrd, post: 6120927, member: 63962"] [B]First, some digressions[/B] Red Hand of Doom was a great adventure in my opinion. It did a lot of things very well: - Every decision mattered for the big city attack towards the end of the module. - Multiple interesting locations, so little railroading. - Very easy to run as a DM for a 128 page module - Lots of content, more than you would expect for a 128 page module - Interesting set-piece battles - Really easy to modify to taste It is probably the best module I have ever run. I am going to run Reavers of Harkenworld (4e module) which after reading it looks like a bad replica of Red Hand of Doom. It feels a lot less open-ended than RHoD, and has way too much focus on the encounters. Instead of being and adventure with encounters, it's an adventure of encounters. The thing that Reavers of Harkenworld has going for it is the basic premise of the adventure is solid and open-ended. I will probably modify it quite heavily according to the PC's actions and use the NPC stats and so on. I am also going to run Madness at Gardmoore Abbey which looks to have a relatively involved backstory and quite a lot of interesting details. I do think that the basic premise of the module is weak, but it does have some NPC's that are quite well detailed. What I dislike the most about the adventure is the use of DM-PC's. I just can't stand them. It's one of the things that made me stop running War of the Burning Sky. I think adding DM-PC's to an adventure group really adds to the rail-roading factor and a lot of modules makes it relatively awkward to write them out of the story - or include them in some other way. [B]Conclusions[/B] I think [MENTION=20323]Quickleaf[/MENTION] really hits the nail on the head with his comment regarding what makes a module great - the usability/adaptability and convenience you gain by using it. I think that something from object oriented programming thought process can be used here. Have simple modules that are easy to understand that make up the complex system (adventure), instead of one big complex adventure. This is one of the basic reasons I think adventures like Red Hand of Doom gained so much success. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
What makes a published adventure great?
Top