This is an odd post, it’s adventure design advice, specifically dungeon/location based adventure design, but it’s not about specifics, just the process. I have been reading recently published adventures again and I’m not especially impressed. Similarly the recommendations I increasingly see in Post-OSR (often just labelled OSR) spaces are largely for very old adventures from the TSR era. At the same time there’s more new adventures published for OSE, Cairn, and any number of other Post-OSR systems or B/X clones than ever before…
So why do a lot of adventures stink? I mean this, and I promise you my standards are not high, but a lot of what I see published is similar to or worse than the products of forty or fifty years ago - when the idea of the published adventure was still emerging… How can this be? Yes, there are people using “AI” to write and illustrate adventures and flooding DTRPG with them - and they are universally terrible. Also, the barriers to publishing are so low now that there are children publishing childish things, and maniacs hammering out a dungeon in a few drunken hours … I’m not talking about these circumstances. I mean adventures written by people who clearly care, and clearly spent time, but still failed to produce playable adventures…
How does this happen?
I ASK YOURSELF ... WHY IS MY NEW ADVENTURE SO BAD?
Even if it's not. Ask these questions.
Am I afraid to use my own ideas, did I just rewrite the simplest, most cliched adventure “as practice”...
Did I have some notes from when I ran a cool adventure at my table … and decide drop them into a layout program...
Did I have ideas for each and every room, that are all different and unrelated…
Did I decide I couldn’t draw maps, so why bother ? Do I think maps aren’t important…
Did I have one cool set-piece idea and couldn’t think of anything for the other 5-25 keyed locations on the map I have “borrowed”...
Have I never played this system before, but figured that every game is basically the same…
Did I write a “five room dungeon”...
Did I use a random generator to fill the rooms of my dungeon…
Did I get bored after the first few rooms and think everything else could just be improvised in play…
Did I only want to do one part of the process, like design cool monsters, and rush everything else…
Did I even want to write an adventure or did I write a cool history of a fantasy location and grudgingly add a map and key…
Have I heard that location based adventures don’t need “stories” or that stories “emerge” from play and take this too literally…
Do I have the creativity of a doorknob … or did my “market research” tell me people like bland and cliched adventures the best…
Obviously this isn't an exhaustive list, there are lots of other things to do and things to avoid when writing an adventure. Also recognize that of these mistakes none come from malice or personal defect (even a lack of creativity is something that comes and goes). Mostly mistakes come from fear or misunderstanding of how to design an adventure for publication. Writing adventures is a distinct skill, and it’s not one that’s taught anywhere. It is neither entirely a technical process or entirely a creative one. It is not writing a novel or a screenplay because an adventure (at least the location based adventure) isn’t about a narrative structure.