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Worst D&D adventure of all time?
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<blockquote data-quote="wingsandsword" data-source="post: 2519834" data-attributes="member: 14159"><p>Signs the Adventure You're Writing Might End Up in this Thread:</p><p></p><p>1. It's based entirely around some metaplot/storyline event to your world, where there is only one real way for things to unfold, especially if it lets major NPC's do all the important stuff while the PC's are just spectators.</p><p></p><p>2. You think something "silly" or "wacky" is nice for a change of pace or you are writing a comedy or parody module in anotherwise serious game.</p><p></p><p>3. The railroading is so heavy that PC's have no choice but to follow one very linear path, with a total inabilty to make any actual choices, or even worse, be immediately punished if they even try to deviate from the predetermined path.</p><p></p><p>4. The adventure is out-of-genre with the source material. This includes robots and rayguns in a normal fantasy setting, or being very unfaithful to the novels or other original material for your setting.</p><p></p><p>5. You directly interfere with the players ability to play their characters. Starting out an adventure by crippling, aging, or debilitating them, and making them play through the entire module to undo whatver horrible bad thing happened to them at first just to get back to normal.</p><p></p><p>6. A super-powerful NPC acts as a Deus Ex Machina, completely obliviating any need for the PC's, or just as bad, is blatantly there and refuses to help the PC's for no apparent reason than to be an adventure hook (he could solve the entire adventure with one spell, or a trifling amount of work, but instead puts you through life & limb challenges for only the metagame reason that otherwise there would be no adventure).</p><p></p><p>7. Your adventure is blatantly written to be just product placement for your tie-in merchandising, and is meant to be unrunnable without them.</p><p></p><p>8. One Huge Spoiler could ruin the whole adventure, and it's on the very cover of the product or in the very name of it.</p><p></p><p>9. It introduces a new monster, that breaks all the existing rules of the setting, especially if it isn't completely described or even statted up.</p><p></p><p>10. Anybody want to finish off a Top 10 List?</p></blockquote><p></p>
[QUOTE="wingsandsword, post: 2519834, member: 14159"] Signs the Adventure You're Writing Might End Up in this Thread: 1. It's based entirely around some metaplot/storyline event to your world, where there is only one real way for things to unfold, especially if it lets major NPC's do all the important stuff while the PC's are just spectators. 2. You think something "silly" or "wacky" is nice for a change of pace or you are writing a comedy or parody module in anotherwise serious game. 3. The railroading is so heavy that PC's have no choice but to follow one very linear path, with a total inabilty to make any actual choices, or even worse, be immediately punished if they even try to deviate from the predetermined path. 4. The adventure is out-of-genre with the source material. This includes robots and rayguns in a normal fantasy setting, or being very unfaithful to the novels or other original material for your setting. 5. You directly interfere with the players ability to play their characters. Starting out an adventure by crippling, aging, or debilitating them, and making them play through the entire module to undo whatver horrible bad thing happened to them at first just to get back to normal. 6. A super-powerful NPC acts as a Deus Ex Machina, completely obliviating any need for the PC's, or just as bad, is blatantly there and refuses to help the PC's for no apparent reason than to be an adventure hook (he could solve the entire adventure with one spell, or a trifling amount of work, but instead puts you through life & limb challenges for only the metagame reason that otherwise there would be no adventure). 7. Your adventure is blatantly written to be just product placement for your tie-in merchandising, and is meant to be unrunnable without them. 8. One Huge Spoiler could ruin the whole adventure, and it's on the very cover of the product or in the very name of it. 9. It introduces a new monster, that breaks all the existing rules of the setting, especially if it isn't completely described or even statted up. 10. Anybody want to finish off a Top 10 List? [/QUOTE]
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