#dnd tip for adventure design: as you create adventures for publication, don't be afraid to give a lot of details: setting details, NPC traits, etc. DMs who are going to mine it for their own games can always change details, and DMs running it as is appreciate the effort.
— Shawn Merwin (or a poor clone) (@shawnmerwin) March 26, 2019
I’m a details guy, I sometimes (often) ask myself if I’m adding too much.
How do you know when enough is enough or when it’s too much? Great question! I feel like enough is enough when DMs can know the intent and see in their minds a picture similar to what I saw as I was writing. If they understand that, I've done my job and they can change details as they see fit.
— Shawn Merwin (or a poor clone) (@shawnmerwin) March 26, 2019
Not with you on this one. From my experience as a DM, too much detail gives long passages for the DM to read slowing the game and making it harder to run and find the pertinent information. Fair enough. For organized play adventures, DMs sometimes need to navigate them quickly. I think OP DMs and DMs of other types of play have different needs. And boxed text should be concise–then the details can follow for use if the DM wants/needs them.
— Shawn Merwin (or a poor clone) (@shawnmerwin) March 26, 2019