Yora
Should be playing D&D instead
I think someone really needs to start spreading more awareness around the RPG world on how to not make the dumbest mistakes in adventure design that have already been made a thousand times with seemingly nobody ever learning anything from it.
What do you consider the biggest mistakes that would be really easy to avoid?
Provide a summary of what's going on at the start of the adventure. This really isn't that hard. It doesn't have to be long or elaborate. Just a few words to tell the reader what the adventure is about. If there is a villain with a plan, give us one or two sentences about that. Don't make us read the entire adventure and then only introduce the villain that ties everything together in the last room of the dungeon. This is information that we need to put everything that comes before it into context. Without such a context, we need to read the entire adventure twice to really understand it. Once to figure out what's going on, and again to actually learn how everything is connected.
Don't make starting the adventure or progressing the adventure depend on a skill check. When your adventure asks for a skill check, tell the GM how to adventure proceeds if the skill check fails. If you don't know, don't include that skill check.
Before you send the adventure out to customers, have it playtested by at least two GMs who know nothing about it. If you playtest an adventure that you wrote, it doesn't tell you anything about how much your descriptions are actually comprehensible to people trying to run it themselves. Have other people try to run it and then tell you what they didn't understand or thought to be unclear.
What do you consider the biggest mistakes that would be really easy to avoid?
Provide a summary of what's going on at the start of the adventure. This really isn't that hard. It doesn't have to be long or elaborate. Just a few words to tell the reader what the adventure is about. If there is a villain with a plan, give us one or two sentences about that. Don't make us read the entire adventure and then only introduce the villain that ties everything together in the last room of the dungeon. This is information that we need to put everything that comes before it into context. Without such a context, we need to read the entire adventure twice to really understand it. Once to figure out what's going on, and again to actually learn how everything is connected.
Don't make starting the adventure or progressing the adventure depend on a skill check. When your adventure asks for a skill check, tell the GM how to adventure proceeds if the skill check fails. If you don't know, don't include that skill check.
Before you send the adventure out to customers, have it playtested by at least two GMs who know nothing about it. If you playtest an adventure that you wrote, it doesn't tell you anything about how much your descriptions are actually comprehensible to people trying to run it themselves. Have other people try to run it and then tell you what they didn't understand or thought to be unclear.