I was watching a video by RPGrandPa Tabletop comparing TSR and WotC adventures and it got me thinking about 5E adventure design. He mentions the big issues that bugged me, overly long, 1-10th level, something of a railroad that requires nudging and pushing to keep the story on track. I understand why the Wizards did all this (simplified product line is likely the big one) but if you keep tot that model you could still sharpen it a bit.
Using Storm King's Thunder as an example. The module starts with a disposable section you toss if your characters enter at 6th level. Then some good stuff of Giants attacking a city (repeated three times but you pick only one so you can repeat the module later and have it be different). Then a series of fetch-quests designed to help the players get high enough level to actually fight the giants.
I think a better module layout would follow the way player characters level-up using a sub-class for features at certain levels except in this case it would an Adventure Module provide semi-linked adventures at certain levels and ignoring the levels between. Then Support Modules fill in the levels in between. Adventure Modules would have to be roughly stabilize on which levels they cover but that shouldn't be so hard. This allows campaigns to have variety (not Giants again?), ensures every campaign is different (especially if Support Modules only covered a Tier of play so you had to get a couple to match the length of the main module), and makes it so the DM doesn't have to read the entire Adventure Module before starting play.
These Support Modules would be something like Tales from the Yawning Portal but with adventures specifically selected/designed to fill in levels left blank by the Adventure Module.
Anyway that was the idea, not fully developed but I think it would work better than what they are doing.


