D&D General What makes a good Adventure

Shiroiken

Legend
I'm overall not a fan of APs, since by their very nature they must railroad the players (and DM) to a certain degree. This puts me off the current trend in adventures, since they are the most profitable to produce. I've enjoyed the anthology books quite a bit, since they provide exactly what I want: a self-contained plot and associated challenges. The old modules were very good at providing this, especially since they were largely written to be placed wherever needed within your campaign. I can use this stand alone adventures to create a sandbox campaign, letting the players be the driving factor for the overall story.
 

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payn

I don't believe in the no-win scenario
I'm overall not a fan of APs, since by their very nature they must railroad the players (and DM) to a certain degree. This puts me off the current trend in adventures, since they are the most profitable to produce. I've enjoyed the anthology books quite a bit, since they provide exactly what I want: a self-contained plot and associated challenges. The old modules were very good at providing this, especially since they were largely written to be placed wherever needed within your campaign. I can use this stand alone adventures to create a sandbox campaign, letting the players be the driving factor for the overall story.
One of the best kept secrets is that AP modules dont have to be run in conjunction. Some of them make great stand alone modules like ye olde days.
 
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Whizbang Dustyboots

Gnometown Hero
Generally, with all pre-made material, I need it to be something that would have taken me too long to do myself while also being useful (filling your book with pointless details that will never impact the table is not helpful). Ideally, it also needs to be something I wouldn't have come up with myself. (I passed on the Tyranny of Dragons adventures, in part, because I had literally just finished a years-long campaign arc with an almost identical plot, by pure coincidence -- I started during the 3E era, so unless Wolfgang Bauer was spying on me, it's just parallel evolution.)

Specifically for adventures, I want a set-up that is compelling to a wide variety of players. I want it to be robust enough that when the players want to run off at a 45 degree angle to what the author has intended, I have enough material to be able to easily adapt on the fly. (That's why I have been putting in random name generators in the adventures I've been writing for the public, for instance.) I want a reason for adventure that would make a typical player care, ideally with a ticking clock attached that makes them even more likely to engage as time goes on.

I don't need new stuff -- and too many adventures lean on novelty instead of just using existing monsters, treasures, etc. well -- but it's always fun to get at least one or two cool new toys. Your big bad should probably be at least lightly bespoke -- sure, I have a lich in the core rulebook, but this lich has ruled over an ice fortress in the high mountains for two centuries, surrounded by a glacier; surely he should have some tweaks to reflect that environment.
 
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dave2008

Legend
I think that the idea that there are prescribed story/plots is the biggest misconception of published adventures. If you believe that to be true, it sort of tells me your approach is rather old school with a west march style. Thats not bad, but it also doesnt mean adventures not written in such a style are bad either.

To frame it in a way that hopefully makes sense, is to view a published adventures as kits instead of paint by number instructions. For example, the adventure will have a villain, lets call them BBEG for ease of use. The adventure usually takes place in a region, a town, etc.. The adventure should color the setting with interesting people, places, and events. BBEG is engaged in some conspiracy and/or plot the PCs have to unravel, discover, and confront. The GM is armed with the info to allow the players to engage as they see fit. More importantly, they understand the BBEG's goal, and can react and become proactive as the adventure progresses.

The only thing different than what the OP describes is there is a BBEG with a connection to the region, the people, and events. Just lists of encounters and local color, but with link between them and how the GM can make sense of that for their players. The absense of this makes the idea more of a setting book than an adventure book.

In summary;
  • Detailed players guide that gives players mechanical assistance with chargen that will align with the material.
  • Organized tables of info for the GM to run efficently.
  • Detailed people, places, and things with solid links to overall adventure.
  • An engaging conspirtal plot that is flexible to player agency.
I'm with you, the BBEG (or two or three) is a good add. I will say that, IMO, having detailed encounters is something beyond what a setting book would provide, but I do see it has definitely moving toward the setting guide and less the single story adventure direction.
 

payn

I don't believe in the no-win scenario
I'm with you, the BBEG (or two or three) is a good add. I will say that, IMO, having detailed encounters is something beyond what a setting book would provide, but I do see it has definitely moving toward the setting guide and less the single story adventure direction.
I dont mind that either. I love DMG II for 3.5 and its basically all about running a Saltmarsh sandbox. This is a useful product too.
 

One of the best kept secrets is that AP modules dont have to be run in conjunction. Some of them make great stand alone modules like ye olde days.
And that there is no One True Way to run the adventure hook or even the order or contents of the encounters. Nearly every adventure written can be run as a sandbox if you choose not to force the party. That said, there are a lot of folks who enjoy linear adventures.

For me, the encounters simply need to be interesting, imaginative, engaging. But most of all they must turn expectations on their head. An adventure without surprises or unique situations or settings or opportunity for RP or only “one way” to complete it is an uninteresting adventure.

An adventure I would consider “perfect” is Masks of Nyarlathotep. Tons of background info and plenty of hooks. Could be run as a linear adventure or as a long running sandbox.
 
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aco175

Legend
There is generally a story in a published module. That is why people run them. The story is not for everyone and may or may not be able to be tweaked to fit. This is why there are/used to be so many modules.

I like to buy something like Lost Mines of Phandelvar (LMoP) or the old Under Illefarn adventure from the 80s. They both started level 1 and finished about level 5 and had a home base town with several NPCs to use. They both have side quests and a main place to explore at the end. There is leeway to wander about some and find hooks that can be expanded on. I can also use them to continue past level 5 with the open hooks not explored and make things up from there.

I have even use both past the initial campaign and kept the town for use in another campaign. Some of the non-town stuff may get used, but it is gravy at that point since I got my money worth by that point.
 


R_J_K75

Legend
Has to be easy to prep and run, no walls of text. A well rounded and written, edited adventure that touches on various aspects and goals with more than one way to achieve them. NPCs that are memorable, useful or needed but not overly statted out is also good. I prefer a group of creatures working "together". In example lets say Hobgoblins, (which if I remember correctly were the militants), lording over bugbears, ogres, orcs and goblins, with a Chieftan being the BBEG. Also I like neutral, non to semi-intelligent creatures that are native to the terrain to make an appearance and be on a wandering monster table. Good maps are a must. There has to be room to deviate if needed. Most of all its the players, they are what matter, without them, there'd be no game
 


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