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What turns you off in a purchased adventure?
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<blockquote data-quote="Ed Cha" data-source="post: 1667218" data-attributes="member: 10972"><p>1. Excessive railroading. Modules are designed to be used. They're not novels. I need multiple suggestions for situations, especially endings. </p><p></p><p>2. Poor or scant artwork. To this day, I am impressed by the amazing artwork in "S2: White Plume Mountain", which by the way, was only 16 pages long, but packed with beautiful illustrations. Too much variation in style or format also bugs me.</p><p></p><p>3. Lack of descriptions. If it's just a bunch of rooms with monsters, I can do it myself. I want some atmosphere or feeling to the environment. I want characters and locales that come alive! Show me what a tavern looks like. Show me what a bugbear colony looks like. Show me how a dryad behaves and where she dwells. Show me what's inside the village elder's house. </p><p></p><p>4. Unnecessary variations in hit points. Do we really need goblins (hp: 6, 6, 5, 5, 4, 4, 3)? Just give me an average number for smaller creatures like this. I can understand if there's variation for a few ogres or owlbears though. </p><p></p><p>5. Silly names, especially ones using puns. Once in a while is okay, but too much, no thanks. I also don't like a lot of overused, standard fantasy names like Gothmog mentioned. Bad naming can get irritating and ruins the mood for me making me want to stop reading any further. I think there is a beauty to naming. Just look at Tolkien's work. Although I think his naming conventions have been borrowed far too much these days. </p><p></p><p>6. Modules that are not truly modular. Once in a while, I like the story-oriented ones, but I prefer ones that I can break apart and take an NPC, settlement, special situation/encounter, or creature's lair and use it, while dumping the rest. So obviously, there have to be a lot of good parts that make up the whole.</p></blockquote><p></p>
[QUOTE="Ed Cha, post: 1667218, member: 10972"] 1. Excessive railroading. Modules are designed to be used. They're not novels. I need multiple suggestions for situations, especially endings. 2. Poor or scant artwork. To this day, I am impressed by the amazing artwork in "S2: White Plume Mountain", which by the way, was only 16 pages long, but packed with beautiful illustrations. Too much variation in style or format also bugs me. 3. Lack of descriptions. If it's just a bunch of rooms with monsters, I can do it myself. I want some atmosphere or feeling to the environment. I want characters and locales that come alive! Show me what a tavern looks like. Show me what a bugbear colony looks like. Show me how a dryad behaves and where she dwells. Show me what's inside the village elder's house. 4. Unnecessary variations in hit points. Do we really need goblins (hp: 6, 6, 5, 5, 4, 4, 3)? Just give me an average number for smaller creatures like this. I can understand if there's variation for a few ogres or owlbears though. 5. Silly names, especially ones using puns. Once in a while is okay, but too much, no thanks. I also don't like a lot of overused, standard fantasy names like Gothmog mentioned. Bad naming can get irritating and ruins the mood for me making me want to stop reading any further. I think there is a beauty to naming. Just look at Tolkien's work. Although I think his naming conventions have been borrowed far too much these days. 6. Modules that are not truly modular. Once in a while, I like the story-oriented ones, but I prefer ones that I can break apart and take an NPC, settlement, special situation/encounter, or creature's lair and use it, while dumping the rest. So obviously, there have to be a lot of good parts that make up the whole. [/QUOTE]
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