There’s this article I just read over at the Wizards website about how they’re looking for adventures of a different style than they had before — I think my first thoughts were “they had a particular style they were going for? Have they read their own magazine?” I’ve only a random sampling of the adventures from the last year of Dungeon magazine, and it doesn’t seem to me they follow more than extremely basic guidelines.

Some adventures detail locations, some don’t bother. Some detail Non-Player Characters (NPCs) and some don’t bother. Some preselect treasure for the players to receive, and some don’t bother. Some have skill challenges, and som don’t bother. Some barely even touch on roleplaying options or alternate solutions to obstacles or puzzles presented in the adventure. I don’t see that they’re doing much now consistently that needs “variation.”

It seems even a little stranger to me in the context that I remember the “very dramatic” move from the user-unfriendly encounter layouts (mostly text, mentions of stat-blocks found in other books, etc.) to the current layout they have, where an entire description is splashed across two pages, touted in the Expedition to Castle Ravenloft book.

There were a couple of other things that went through my head as I read through the article, namely that they were looking into new adventure designs and encounter designs, yadda yadda, bored now. This is Wizards of the Coast, so I’m not really expecting anything new or innovative that hasn’t already been suggested by the fanbase years earlier.