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<blockquote data-quote="ValhallaGH" data-source="post: 4192614" data-attributes="member: 41187"><p>For a last bit of input, I'd just like to mention a few adventure features that I love to see but don't always. This is meant as a reminder / preference list, not as criticism (it has been a while since I flipped through my UKG stuff, so I don't have any specific comments right now).</p><ol> <li data-xf-list-type="ol"> Adventure summary - it seems obvious but that one to three paragraph blurb can make the difference between using the adventure and leaving it on the (metaphorical and literal) shelf. Publishers that don't have summaries, or have bad summaries, don't get my repeat business.</li> <li data-xf-list-type="ol"> Table of Contents - these are a must in any product, and I'm always disappointed when they aren't included. Among other things, they make it possible to find the section of the adventure that I want. While I won't stop doing business for the lack, I'm always much more likely to buy products blind if I know the publisher uses these regularly.</li> <li data-xf-list-type="ol"> Index - it might seem redundant for an adventure, especially with a T.o.C., but if I need the stat block for a specific NPC / trap / monster / vehicle / whatever then I want to have a good index to find it quickly. Again, while this isn't a deal-breaker, it is a deal-sealer for future products.</li> <li data-xf-list-type="ol"> Sidebars - sidebars with suggestions for dealing with different campaign assumptions, players going off-track, NPCs that are supposed to die and live instead (and vice versa), and similar issues are always welcome and make me heartily recommend the adventure to other interested parties I know.</li> <li data-xf-list-type="ol"> Robust plots - don't connect the plot points with thin threads that can be easily overlooked by players. Connect them with multiple highways and rail lines (figuratively and literally if necessary). Make sure there are at least three ways to get from plot-point to plot-point, otherwise my players will wander in circles until they get eaten or I GM-fiat them back to the story.</li> </ol><p>Fairly simple stuff, but it's surprised me how many products miss those points, many of them by some pretty big names in this industry. And those companies would be surprised how much money I've not spent because of the listed issues.</p></blockquote><p></p>
[QUOTE="ValhallaGH, post: 4192614, member: 41187"] For a last bit of input, I'd just like to mention a few adventure features that I love to see but don't always. This is meant as a reminder / preference list, not as criticism (it has been a while since I flipped through my UKG stuff, so I don't have any specific comments right now). [list=1] [*] Adventure summary - it seems obvious but that one to three paragraph blurb can make the difference between using the adventure and leaving it on the (metaphorical and literal) shelf. Publishers that don't have summaries, or have bad summaries, don't get my repeat business. [*] Table of Contents - these are a must in any product, and I'm always disappointed when they aren't included. Among other things, they make it possible to find the section of the adventure that I want. While I won't stop doing business for the lack, I'm always much more likely to buy products blind if I know the publisher uses these regularly. [*] Index - it might seem redundant for an adventure, especially with a T.o.C., but if I need the stat block for a specific NPC / trap / monster / vehicle / whatever then I want to have a good index to find it quickly. Again, while this isn't a deal-breaker, it is a deal-sealer for future products. [*] Sidebars - sidebars with suggestions for dealing with different campaign assumptions, players going off-track, NPCs that are supposed to die and live instead (and vice versa), and similar issues are always welcome and make me heartily recommend the adventure to other interested parties I know. [*] Robust plots - don't connect the plot points with thin threads that can be easily overlooked by players. Connect them with multiple highways and rail lines (figuratively and literally if necessary). Make sure there are at least three ways to get from plot-point to plot-point, otherwise my players will wander in circles until they get eaten or I GM-fiat them back to the story. [/list] Fairly simple stuff, but it's surprised me how many products miss those points, many of them by some pretty big names in this industry. And those companies would be surprised how much money I've not spent because of the listed issues. [/QUOTE]
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