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& #39;s always important, but its *really* important for adventures. I don& #39;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& #39;s like being in class. #dnd #ttrpg
By contrast, here& #39;s an attempt to create something more usable from a recent adventure of mine. (I& #39;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& #39;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& #39;t key every heading to the boxed text, mind you. In this instance, I& #39;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& #39;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& #39;t part of the original text)
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