There are a lot of modules out there. The OSR and indie publishing communities are booming with content. Over the years I've amassed a considerable amount of them. Some in dead-tree format. Many many many in electronic format. And I'm accepting of the fact that the majority will be just for my reading pleasure. Or to steal that one room out of the 50 page/100+ room dungeon module.
Let's assume evocative and concise writing. Interactivity. Good organization and layout. And some inspiring art to boot. A gem of an adventure. The needle in the haystack! Bryce would be happy!
But as the pesky consumer I am, there's more. Here is an opinionated list of extras I like to see in published adventures, and are often missed. The cherry on the top.
1. Show me how much treasure there is in your Dungeon
... and what standard your adventure assumes. As easy as mentioning at the beginning: "There are 5000gp in the dungeon. 3000 of it easy to find and safe, and 2000gp hidden, hard to transport, or in dangerous places. We assume the B/X standard." Boom. Done. Unfortunately... this is very rarely the case.
A lot of old school games assume the gp for XP gaming loop, especially in earlier to mid-levels. Making me (the reader) to have to fish out this information is an invitation for frustration. Ditto for magic items. You put interesting, wacky, or overly powerful items in your dungeon? Great! Just let me know in the overview before keying the dungeon areas.
2. Cite interesting monster trinkets, or even better have "I loot the body" tables
This ties with point 1. Look, it happens. Even if combat is a failure state, my players have encountered some action. And with some bloody luck they might come up top. Aside from the boring coin pouches and rusted weapons, having interesting bits and bobs, clues, and curios on the recently slain monsters is a great touch. And something that I usually can't come up with on the fly.
3. Involved factions overview
I don't need a full on matrix of all factions involved, like
Arden Vul. But I like to know what's in there, and how it can be interacted with. Faction play is a pillar of roleplaying. More so in old school play, with reaction roles, morale, etc. When PCs are not walking heroes, they need all the help they can get.
So please, for the sake of Great A'Tuin: present the factions, which rooms they hang out in the dungeon, and what their goals are. These as a bare minimum for me to understand the moving pieces in the dungeon. In the overview section of your adventure, preferably.
Good points!
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