1. Something interesting. Plot, location, adversaries.
2. A good reason to get the Pc's to get involved. Several different ones if possible.
3. Don't be predictible.
4. Stay within the rules.
5. A conclusion that is satisfying.
6. Good, relevant artwork.
7. Good, interesting, properly scaled, easy to map, MAPS.
(See "Tomb of Abysthor" caverns for the opposite of this.)
8. A good general synopsis on the back cover including character levels, and the type of adventure it is. (Dungeon Crawl, Wildrenass, Political, Puzzle solving). ...And a good detailed synopsis on the inside, so as a DM, I can read how the module is intended to play out.
9. Don't use world changing or epic background info. Narrow the scope to fit as many people's campaigns as possible.
2. A good reason to get the Pc's to get involved. Several different ones if possible.
3. Don't be predictible.
4. Stay within the rules.
5. A conclusion that is satisfying.
6. Good, relevant artwork.
7. Good, interesting, properly scaled, easy to map, MAPS.
(See "Tomb of Abysthor" caverns for the opposite of this.)
8. A good general synopsis on the back cover including character levels, and the type of adventure it is. (Dungeon Crawl, Wildrenass, Political, Puzzle solving). ...And a good detailed synopsis on the inside, so as a DM, I can read how the module is intended to play out.
9. Don't use world changing or epic background info. Narrow the scope to fit as many people's campaigns as possible.