DangerousPuhson
My my my, we just loooove to hear ourselves don't we?
What helps make modules more or less user-friendly? What information benefits from being included on maps or tear-outs? Where is the fine line between uncluttered and too cluttered?
Most reviewers allude to this - "too much boxed text", "this should be on the maps", "needs an NPC relationship matrix", etc. but nobody (as far as I've seen) is able to come forward with a perfect example of the ultimate user-friendly module. Some are near-perfect by a few people's standards, but hardly anything could be considered a "universal approach". My guess for why none can every truly exist is because different people have different thresholds for what is or isn't an inconvenience (ie. missing parts will upset some but not all people, the presence of Annexes over sidebars is a personal preference, enemies not being included on the map is fine to some and abysmal failure to others, etc.). But surely we can come close, no?
Why do YOU think is a MUST-HAVE for user-friendliness in an adventure module?
PS. May or may not be asking for my own upcoming project
Most reviewers allude to this - "too much boxed text", "this should be on the maps", "needs an NPC relationship matrix", etc. but nobody (as far as I've seen) is able to come forward with a perfect example of the ultimate user-friendly module. Some are near-perfect by a few people's standards, but hardly anything could be considered a "universal approach". My guess for why none can every truly exist is because different people have different thresholds for what is or isn't an inconvenience (ie. missing parts will upset some but not all people, the presence of Annexes over sidebars is a personal preference, enemies not being included on the map is fine to some and abysmal failure to others, etc.). But surely we can come close, no?
Why do YOU think is a MUST-HAVE for user-friendliness in an adventure module?
PS. May or may not be asking for my own upcoming project