Writing a Great Adventure

Quickleaf

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A question to DMs....
For those of you who run pre-made adventures, what features make the adventure great? For those of you who don't, what features could be included in the adventure that would make you want to use it?

Do you want pre-made adventures for low-level, mid, or high level PCs?

Also, do you want an adventure with a short scope and lots of detail, or an adventure with broader scope that covers a lot more material in less detail?

The adventure I am writing is almost entirely non-linear and is for high-level characters (12-18th). I am tending towards a matrix-style of adventure writing, where several options are listed, the setting and NPCs are well described, and the PCs are pretty much let loose.


Some things I know I'll include...
-story EXP awards
-RP notes for every NPC
-timeline of major events (what happens without PC intervention)
-detachable maps/handouts
-stat blocks integrated into body of adventure
-sidebars (what happens if a PC dies or is taken captive? what happens if the group splits up? how do we get all this treasure out of here? what happens if PCs fail?)
 
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Quickleaf said:
A question to DMs....
For those of you who run pre-made adventures, what features make the adventure great? For those of you who don't, what features could be included in the adventure that would make you want to use it?
I started up the following thread which may be of use to you, the resposnses were excellent: Adventure Modules - What do you look for?

Quickleaf said:
Do you want pre-made adventures for low-level, mid, or high level PCs?
I fail to have a preference.

Quickleaf said:
Also, do you want an adventure with a short scope and lots of detail, or an adventure with broader scope that covers a lot more material in less detail?
Somewhere in between. Sensible Scope with good focusing on important details. I don't mind redundant material in a module - which there will be if you focus on the PCs having a free reign.

Quickleaf said:
The adventure I am writing is almost entirely non-linear and is for high-level characters (12-18th). I am tending towards a matrix-style of adventure writing, where several options are listed, the setting and NPCs are well described, and the PCs are pretty much let loose.

Can you elaborate on this? I'm curious about your premise "almost" non-linear.

Quickleaf said:
Some things I know I'll include...
-story EXP awards
-RP notes for every NPC
-timeline of major events (what happens without PC intervention)
-detachable maps/handouts
-stat blocks integrated into body of adventure
-sidebars (what happens if a PC dies or is taken captive? what happens if the group splits up? how do we get all this treasure out of here? what happens if PCs fail?)

Again in terms of structure, I imagine having varying levels of success or failure is important if you want to keep your adventure from rail-roading the PCs. See the above thread for some good advice on this type of thing.

Best Regards
Herremann the Wise
 

Thanks for the lead to your old post! I found it very informative (reusable encouner locations, variety of character hooks, a flowchart, and playtest notes!).

By "almost completely non-linear" I mean that there is a basic mission statement and a pervading theme, and a couple of timed events, but beyond that the PCs are let loose upon the setting to pursue their goals as they see fit.

I'm curious, would you ever consider buying an adventure that wasn't written for any rules system in particular?
____________________________________________________________________

Here's my adventure "pitch":

Sent on a mission to establish a provisional government in the city of Bar Tehraz in light of the Shah’s disappearance, growing civil unrest, and an imminent coup, the PCs are thrown into a political intrigue. As they gather support for their temporary rule, they are mistaken for an avatar and his divine servants! Or is it a mistake? Cast into the limelight, the PCs are faced with a choice. They could easily fuel the myth, but are the risks of pretending to be an avatar worth the rewards?

Will these gods among men end the curse of Ahriman that plagues the city? Can they escape the lair of the sin-eating Sphinx? Dare they read from the Book of Wind and Flame which consumes mortals in eternal fire? Or will they ally with a false prophet to brave the Tomb of Athander? Can they keep the city from falling apart while finding out the truth of the avatar’s rebirth?
 
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Quickleaf said:
I'm curious, would you ever consider buying an adventure that wasn't written for any rules system in particular?
I most likely would not purchase a non-d20 module and my interests are Fantasy/D&D-orientated. I appreciate the concept you are talking about, however it would mean too much work on my part to fit it into my game. Extra work is always an option for the DM but it should most likely not be a requirement. Best of luck with your ideas. :)

Best Regards
Herremann the Wise
 

I would buy a truly systemless module, along the lines of the old CityBooks.

When doing your module, whatever level or system it's for, get it a LOT of playtesting, and after the first few times, don't be the one to run it. Watch it being played if you can keep a poker face well enough. Note down all the crazy stuff players do that you didn't expect, and adapt the module as appropriate. Too often, even big time designers leave big freaking holes the players will inevitably march right on through. Player successes are good, being able to short-circuit the whole freaking thing is bad and, worse, it's boring.
 

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