Just what it says on the tin. What elements compose a good D&D adventure? Is it the main villain? Is it the monsters? Is it the chances to role-play? Is it the setting?
What in your opinions makes for a good D&D adventure?
(Also, if you want, give some examples of these.)
Chemistry.
Thats it.
The group having fun.
I don't have time to go into detail so in brief I'll say an interesting location, a compelling reason for adventurers to pursue whatever opportunity is presented, multiple avenues to success or failure, and an interesting use of monsters and/or use of a monster not frequently used.
Things worth seeing. Something that makes a player say "That's neat" or "that's weird." or "that's creepy"
Interesting things to kill.
Good loot.
Non-linear dungeon design that lets players choose where to go.
Punishes players for stupidity, not for being adventurous or randomly. For instance, in the Tomb of Horrors there was a statue with a giant open mouth that would disintegrate anything put in it. If someone is stupid enough to jump in it without poking it with a stick or something first, well, they deserve their fate. OTOH, there are modules where just touching something, period, will unleash doom against the world. That's just silly.
Interesting and imaginative settings, vivid NPCs and factions, good maps. To me imaginative details are key.
Power, mystery, and the hammer of the gods.
My personal favourite are adventures where the party must explore unknown/ancient/lost areas.
Usually? Sticking 90% to convention and archetypes of D&D hallmarks, and adding 10% of something new and unusual.
A clarification about the question. By "adventure", do you mean what makes good sessions of play (i.e. including things like good friends, atmosphere, snacks)?
Or do you mean what makes a good published adventure? i.e. What makes Village of Hommlet better than Sunless Citadel, or vice-versa?
Not a complete list:
- Some quirks, but not entirely gonzo.
- Some Ick!, but not entirely horror.
- Something that has to be discovered/manipulated/understood to really succeed--hidden secrets, puzzles, whatever. (Some means are better than others. I don't personally like puzzles all that much, for example.)
- A time to run, and a time to be all out of bubble gum.
- Magic is used for more than a different way to kill things or stop them killing you.
- You find treasure; occasionally you wish you hadn't.
Quote from: Steven Mitchell;997835Not a complete list:
- Some quirks, but not entirely gonzo.
- Some Ick!, but not entirely horror.
- Something that has to be discovered/manipulated/understood to really succeed--hidden secrets, puzzles, whatever. (Some means are better than others. I don't personally like puzzles all that much, for example.)
- A time to run, and a time to be all out of bubble gum.
- Magic is used for more than a different way to kill things or stop them killing you.
- You find treasure; occasionally you wish you hadn't.
To build on this:
- Quirks are really fun. We played D&D once (I can't remember if Steven played with us) where one of the treasures was a Ring of Spitting. The Halfling rogue and the assassin actually fought over who would get it!
- Not sure how you'd pull off Ick! on a bunch of people who butcher living beings for a career, but it could be done (like the Otyugh living in a goblin latrine I read about years ago).
- As far as puzzles, PLEASE do not make the solution difficult or obscure. We don't like stopping the game for an hour trying to figure out the answer to a riddle. If we get stuck, please let us make an INT roll or skill check to get a hint (but NOT the answer).
- Players, there is no cowardice in running if you are outgunned. Dying to prove how tough you are is just stupid.
- See Ring of Spitting, above
- Make the cursed sword too irresistible to the fighter, and the bad stuff happens over time (like it slowly saps his INT or something). Gamegrene.com has an excellent Evil GM article about how to Taint magic items as well. Character dilemmas and difficult choices are good.
Quote from: jhkim;997819A clarification about the question. By "adventure", do you mean what makes good sessions of play (i.e. including things like good friends, atmosphere, snacks)?
Or do you mean what makes a good published adventure? i.e. What makes Village of Hommlet better than Sunless Citadel, or vice-versa?
A good published adventure.
Quote from: jeff37923;997862A good published adventure.
Lots of useful gaming content (maps, NPCs, hooks, monsters, treasures), and enough ideas to inspire without burying the GM in fluff.