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What turns you off in a purchased adventure?
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<blockquote data-quote="RFisher" data-source="post: 1666171" data-attributes="member: 3608"><p>10. Ridiculous scales. Even in the modern world I don't run into ten foot wide corridors very often. Why do they seem so prevalent among dungeons?</p><p>9. Too much detail, description, background, &c. I don't have a lot of time to devote to gaming these days. I'd <em>like</em>, therefore, to use more modules, but most require a bigger time investment than making up something myself. I don't have time to read through a huge tome & pick out the good bits. Give me just the good bits, thank you.</p><p>8. Ridiculous names. Don't give me fancy, silly, &/or unpronouncable names. Give me simple, straightforward names.</p><p>7. Overdone PC motivation. My PCs will find their own motivation. The more your module depends upon using one of the motivations you present (or worse, the <em>one</em> you present), the more work I have to do.</p><p>6. Plot. I run a PC driven game. The PCs make their own plot.</p><p>5. Big, run-on stat blocks. If you're going to give me monster stats, lay them out in a table or something so that they're quick & easy for me to reference during play. Maybe leave some space for me to mark damage & make other notes.</p><p>4. Pretty maps & diagrams. Anything on a map or diagram that doesn't convey important information is in the way. Ideally it should be easy to photocopy & easy to mark up. Unless its a map or diagram that's meant to be shown to the players, but then it really falls into the category of artwork...</p><p>3. Artwork that can't be shown to players. I don't need artwork within the body of the module, but artwork designed for & placed where it can be shown to players is always welcome.</p><p>2. Info in the wrong place. e.g. The door between rooms A & B is unusual. Room A has multiple exits. Room B has no other exits. Do <em>not</em> describe the door in room B's description! Describe it in room A's description. Include a note about it in room B's description referring the reader to room A's description.</p><p></p><p>...and the number one...</p><p></p><p>1. "d4 abandoned farm houses"</p></blockquote><p></p>
[QUOTE="RFisher, post: 1666171, member: 3608"] 10. Ridiculous scales. Even in the modern world I don't run into ten foot wide corridors very often. Why do they seem so prevalent among dungeons? 9. Too much detail, description, background, &c. I don't have a lot of time to devote to gaming these days. I'd [i]like[/i], therefore, to use more modules, but most require a bigger time investment than making up something myself. I don't have time to read through a huge tome & pick out the good bits. Give me just the good bits, thank you. 8. Ridiculous names. Don't give me fancy, silly, &/or unpronouncable names. Give me simple, straightforward names. 7. Overdone PC motivation. My PCs will find their own motivation. The more your module depends upon using one of the motivations you present (or worse, the [i]one[/i] you present), the more work I have to do. 6. Plot. I run a PC driven game. The PCs make their own plot. 5. Big, run-on stat blocks. If you're going to give me monster stats, lay them out in a table or something so that they're quick & easy for me to reference during play. Maybe leave some space for me to mark damage & make other notes. 4. Pretty maps & diagrams. Anything on a map or diagram that doesn't convey important information is in the way. Ideally it should be easy to photocopy & easy to mark up. Unless its a map or diagram that's meant to be shown to the players, but then it really falls into the category of artwork... 3. Artwork that can't be shown to players. I don't need artwork within the body of the module, but artwork designed for & placed where it can be shown to players is always welcome. 2. Info in the wrong place. e.g. The door between rooms A & B is unusual. Room A has multiple exits. Room B has no other exits. Do [i]not[/i] describe the door in room B's description! Describe it in room A's description. Include a note about it in room B's description referring the reader to room A's description. ...and the number one... 1. "d4 abandoned farm houses" [/QUOTE]
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