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What turns you off in a purchased adventure?
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<blockquote data-quote="Inconsequenti-AL" data-source="post: 1667378" data-attributes="member: 6584"><p>Publish it. I'd buy it <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I have quite a few 2nd ed books took this route - although they were all campaign specific. I find them useful tools for building adventures from. Normally something in there that catches the imagination.</p><p></p><p>The other format I'd like to see is the way Shadowrun modules were laid out. Tended to be event driven stuff, laid out in scenes. Had a nice entry and exit section from each and realised the players would have a lot of possible ways of solving most of them. Found those a joy to run.</p><p></p><p></p><p>As far as dislikes go:</p><p></p><p>1)Background that the players are never going to find out. Makes some nice DM reading... but at worst can end up with an adventure that is a lot cooler from the DMs side of the screen than the players. That sucks.</p><p></p><p>2)Railroading. Especially if it involves something that annoys the heck out of players - party capture springs to mind.</p><p></p><p>3)Copping out of dealing with powers. For example, if it's a 15th level module that doesn't account for the teleport factor then I'm not interested. Not generally happy with an 'it just doesn't work' solution - unless theres a solid reason why.</p><p></p><p>4)Incorrect stat blocks. Tends to make me see red. Pet peeve. Get a proofreader!</p></blockquote><p></p>
[QUOTE="Inconsequenti-AL, post: 1667378, member: 6584"] Publish it. I'd buy it :) I have quite a few 2nd ed books took this route - although they were all campaign specific. I find them useful tools for building adventures from. Normally something in there that catches the imagination. The other format I'd like to see is the way Shadowrun modules were laid out. Tended to be event driven stuff, laid out in scenes. Had a nice entry and exit section from each and realised the players would have a lot of possible ways of solving most of them. Found those a joy to run. As far as dislikes go: 1)Background that the players are never going to find out. Makes some nice DM reading... but at worst can end up with an adventure that is a lot cooler from the DMs side of the screen than the players. That sucks. 2)Railroading. Especially if it involves something that annoys the heck out of players - party capture springs to mind. 3)Copping out of dealing with powers. For example, if it's a 15th level module that doesn't account for the teleport factor then I'm not interested. Not generally happy with an 'it just doesn't work' solution - unless theres a solid reason why. 4)Incorrect stat blocks. Tends to make me see red. Pet peeve. Get a proofreader! [/QUOTE]
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