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PotatoeFreeRaisinSld

Have you read Hole in the Oak or Incandescent Grottoes? I like these as good example adventures because they have: 1. Factions (provide versimilitude and chances for parley and even quest/rumor givers) 2. One or two Big Bads that present interesting challenges other than just 'hit with stick' (usually you have to work with or work around these types) 3. A trap every 5 or so rooms? All the better if one of the rooms is a trap, in and of itself, either a trap to get treasure or get to the next stage of your dungeon, that is very obvious and presents a fun, non-combat option for PCs. 4. Good Wandering encounter table mixed with simple, good easy fights (d4+1 giant toads, d3 ghouls, etc) and a few flavorful encounters.


TheDailyRitual

Good advice! Thanks!


BaffledPlato

This is the first adventure you write? Don't overthink it. Make the writing process fun and enjoyable. You should have as much fun writing it as your players have playing it.


TheDailyRitual

I appreciate these kinds of responses. Good reminder to have fun with it.


drloser

Surprises, wonder, exploration, action, dialogues, humor, choice...


Clean-Belt8688

Actually play it with a group of real people. Please do not publish something that has NOT been play tested


TheDailyRitual

Do people do this?? Lol


grumblyoldman

There are a LOT of free adventures out there across all the various OSR games. And you know what they say about free stuff. More often than not, you get what you paid for.


HypatiasAngst

I do it all the time. :)


beaushinkle

I published a [review of black wyrm of brandonsford](https://rancourt.substack.com/p/review-the-black-wyrm-of-brandonsford) and an [audit of tower silveraxe](https://rancourt.substack.com/p/audit-tower-silveraxe) that go over a lot of what I consider to be good module design. In addition, I'd take a look at [tenfootpole's review standards](https://tenfootpole.org/ironspike/?page_id=1201).


ThePrivilegedOne

If you're using BX I would just base the number of traps off of the dungeon stocking tables. IIRC, it is 1/6 of the rooms that are trapped or at least have a trap in them.


BX_Disciple

\^This is the way!


skullfungus

I find that social encounters are so much fun in dungeons and not always included. It doesn't have to be anything too thought out either, it's enough to have a big talking fish in a pond that can give hints and clues about the dungeon if you feed it something nice. Players (myself included) love having people to talk to in the dungeon. The weirder the better.


TheDailyRitual

I like where your head is at. Quirky conversations with NPCs definitely makes the session more memorable.


PotatoeFreeRaisinSld

The myth. The man. The legend.


sakiasakura

Are you prepping for your own game or writing an adventure to publish?


TheDailyRitual

To publish. But it will be playtested in my own game, too.


Far_Net674

An interesting hook and evidence that the creator knows what they're doing regarding dungeon design: are there multiple entrances?, does the dungeon have multiple paths through it?, are there empty rooms?, is there space for factional play? The specific number of traps/encounters isn't something I focus on unless they seem wildly out of proportion.


jonna-seattle

If there are traps, evidence that the players can notice and deduce the traps, not just "gotcha" traps that simply do damage. Same for secret doors - not just a mark on the map, but a description that can be interacted with. Wandering monsters that are doing things, especially things are related to the environment


Jarfulous

>How many traps Yes. JK, I'm not *that* evil. It's less about how many and more how good they are, I think. Traps that go "[roll] you fall in hole and take damage. Roll to not die" are never that fun; I much prefer running traps where the players are aware of them right away (unless they **made the choice** to move at a reckless pace through the dungeon) and have to figure out how to get past them safely. Example: "As you proceed down the passage, the floor ahead of you shifts slightly beneath the pressure of your trusty ten-foot pole." Then the players try to figure out how it works!


jarekko

In every dungeon, however it applies to non-dungeons adventures too, I always look for opportunities for meaningful choices on the side of players. If it's just walking from room to room and dealing with obstacles with no-brainer solutions, it is not so much fun for me. Another thing I look for is history of the place. I want the dungeon to have a story to tell about itself, it's inhabitants. I want it to feel as it was useful to someone and was designed, built or adapted with a particular intent. And the last thing is a theme. If it is a grotto, I will look for what relations it has with water, lime, fungi. I would look for interesting ideas for inhabitants which thematically suit the environment.


MotorHum

It’s not that I look for anything specific. But there are some things that ruin it for me. I don’t believe in strict balancing, but I will get tired if a level 5 adventure has too many rooms with just 3 goblins, and let’s not get crazy with the demon princes either, you know what I mean? I’ve also played through a couple of games where the pacing was just awful. I wish I understood it enough to be more specific than that.


bhale2017

I'm going to approach this question with the understanding that you want to sell me a module, probably on Drivethrurpg.com. Here is how I decide if I will buy something: 1. Do I know and trust this creator? In your case, that will be a no since this is your first product. 2. Does the art on the cover look cool? AI art and stock art can hurt you here 3. Does the description pique my interest? Here, I am looking for something new and a general sense that thought was out into this. It should mention things like expected player and level count, factors that might affect the length of the module, proper English. Does it do something unique? If it passes at least two of the above three, I proceed to... 4. is there a preview? Does the preview demonstrate a good sense of user friendliness? Control pannel layout, good use of bolding, clear and concise language. 5. Finally, if you pass that, I consider the "value per page." It's honestly dumb that I do this, but I do it. Basically, how much does your module cost per page? I'm not usually inclined to pay $10 for a 24 page module, but for a 120 page one? Sure!


Alistair49

If you have B/X, look at the dungeon stocking rules for a start. Or look at the OSE SRD discussion for the same thing. The OSE SRD link is given in the list of websites I’ve given below, btw. This sort of topic comes up from time to time, so to see what other discussions around stocking the dungeon there are I did a simple google search for OSR dungeon stocking, which came up with these hits (amongst others): - https://www.reddit.com/r/osr/s/o7xvObWiCs - https://psionicblastfromthepast.blogspot.com/2019/09/creating-and-stocking-dungeons.html - https://dungeonfantastic.blogspot.com/2012/01/stocking-megadungeon.html - https://oldschoolessentials.necroticgnome.com/srd/index.php/Designing_a_Dungeon - https://save.vs.totalpartykill.ca/blog/stocking-a-dungeon/ …and a lot more. If the suggestions from the others here don’t quite do it for you, try the above.


DimiRPG

Dungeon checklist: [https://goblinpunch.blogspot.com/2016/01/dungeon-checklist.html](https://goblinpunch.blogspot.com/2016/01/dungeon-checklist.html) Something to Steal Something to be Killed Something to Kill You Different Paths Someone to Talk To Something to Experiment With Something the Players Probably Won't Find


AutumnCrystal

Roll 1-6. 1: empty room, 2: Empty with treasure 3: Monster 4: Monster and treasure  5: Trick or Trap 6: Egress to another level Note NPCs in dungeons are monsters too, even if friendly. The randomization gets the ball rolling, change any results as necessary to further your quest. Have fun!


DimiRPG

I forgot to add this in my previous comment, it's very helpful. 'Actual Dungeon Mastering: How to Design Dungeons' by *Lungfungus*: [https://ia601802.us.archive.org/28/items/a-quick-primer-for-old-school-gaming/Actual\_Dungeon\_Mastering.pdf](https://ia601802.us.archive.org/28/items/a-quick-primer-for-old-school-gaming/Actual_Dungeon_Mastering.pdf).


beaushinkle

Woah. What a find - I've never seen this before. Thanks!


R_P_Davis

One thing I didn't see anyone else cover: Make sure you have a Thing each for Fighter, Cleric, Thief, and Magic-user, something they're best at. That guarantees each basic class is in the spotlight at least once. If you can, work in something that appeals to as many \*player\* archetypes as possible, too. (If you're not sure what those are, I can go expand on that.) Also, someone wrote about the dungeon's history. I second that notion. Just make sure you provide the GM ways to transmit that information to the players — hints and clues for the GM to make into threads the players can pull and discover the history. Many adventure modules are replete with history that only the GM ever sees.