One difference between adventures and other RPG products is that the DM uses adventures in "real time" at the table, whereas other RPG products are usually consulted "offline." #dnd #ttrpg
One consequence of this is that usability is much more important for RPG adventure products than for other RPG products. I think it's always important, but its *really* important for adventures. I don't think it gets nearly enough focus. #dnd #ttrpg
Here is a classic "wall of text" encounter from "Return to the Keep on the Borderlands." This is really hard to use at the table. The DM really needs to pre-read and add notes. It's like being in class. #dnd #ttrpg
By contrast, here's an attempt to create something more usable from a recent adventure of mine. (I've added the callout lines for clarity). #dnd #ttrpg
In the example above the boxed text is short and easy to consume at a glance. I'm then using headings to break the information up as well as a sidebar box for info that you only need in special circumstances. Finally, I key some of the headings back to the boxed text.
I don't key every heading to the boxed text, mind you. In this instance, I'm leaving it up to the players to explore the room and discover things. So the player who says, "I examine the walls" gets rewarded with a bit of extra information. #dnd #ttrpg
I'm not saying this is the definitive format for an adventure location, but its much better than the legacy example I shared above.

(And... I just realized the left callout line should point to benches rather than Graffiti. Oops. Those weren't part of the original text)
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