I really don't care what any dipshit said about "real" or "not real" TTRPG design but you really SHOULD make adventure modules for your TTRPGs. I cannot stress enough how helpful a good adventure module is for a TTRPG, they were, like, THE way to play TTRPGs for at least 60% of the hobby's existence
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An adventure or two may help players understand the designers' intentions for the game. A good way to get started.
Exactly. Never played or GMed a published adventure in my life, but I recognize their importance in getting less experienced people started. Especially quickstarts (aka tutorials).
Of the four currently existing official "adventure modules" for Eureka, three of them are modular in that they could be played by just about any party with little to no tweaking. The last one specifically requires the party to be oil rig workers.
They can be so helpful to GMs like me that struggle to invision how the designers expect a typical adventure to look and feel.