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What you want in a module
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<blockquote data-quote="rounser" data-source="post: 193298" data-attributes="member: 1106"><p>Length...I think gamers like 320 page adventures more than they like 32 page adventures. Less work in gluing a campaign together, if you're not inclined that way, and easier to get excited about. Even if they don't want to run such a big adventure, they can rip components out for use elsewhere if it's somewhat modular, especially if there are suggestions on how to do so in the front.</p><p></p><p>Areas to explore unrelated to the storyline...Dungeoncraft says that D&D is a game of exploration a lot of the time, yet the average adventure hangs sites and events only off the main plotline, and neglects to provide lairs and encounters that PCs can just go and find if they wander around.</p><p></p><p>Fleshing out NPCs and urban areas...Slapping together enough key personality, appearance and role features for an NPC, along with a note on what they may be doing at the time the PCs meet them, really doesn't take that much space if the author sticks to a few evocative keywords for the DM to refer to. It saves DMs having to make notes in the margins in order to compensate for the horde of faceless NPCs the module writer has created if they skimp on detail.</p><p></p><p>I'd add to that to make the background story eventually visible to players. Dungeon magazine is particularly guilty of setting up a wonderful justification for an adventure with a rich backstory, and never letting PCs know what that was. Perhaps Scooby Doo is a model here, where the reasons for why everything happened is somehow explained to the PCs at the end of the episode, and things make more sense! <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></blockquote><p></p>
[QUOTE="rounser, post: 193298, member: 1106"] Length...I think gamers like 320 page adventures more than they like 32 page adventures. Less work in gluing a campaign together, if you're not inclined that way, and easier to get excited about. Even if they don't want to run such a big adventure, they can rip components out for use elsewhere if it's somewhat modular, especially if there are suggestions on how to do so in the front. Areas to explore unrelated to the storyline...Dungeoncraft says that D&D is a game of exploration a lot of the time, yet the average adventure hangs sites and events only off the main plotline, and neglects to provide lairs and encounters that PCs can just go and find if they wander around. Fleshing out NPCs and urban areas...Slapping together enough key personality, appearance and role features for an NPC, along with a note on what they may be doing at the time the PCs meet them, really doesn't take that much space if the author sticks to a few evocative keywords for the DM to refer to. It saves DMs having to make notes in the margins in order to compensate for the horde of faceless NPCs the module writer has created if they skimp on detail. I'd add to that to make the background story eventually visible to players. Dungeon magazine is particularly guilty of setting up a wonderful justification for an adventure with a rich backstory, and never letting PCs know what that was. Perhaps Scooby Doo is a model here, where the reasons for why everything happened is somehow explained to the PCs at the end of the episode, and things make more sense! :) [/QUOTE]
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