A good D&D adventure satisfies the needs of the DM and players. If a group likes lots of roleplaying, the adventure should contain lots of roleplaying opportunities. When I create adventures, I try to include stuff for all classes to do. It also helps to have a compelling plot, with goals that motivate the players and their characters.Comment from discussion AMA with Chris Perkins (Today at 10:30 AM PST).
What do you think are the core elements of a good adventure?
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