Yeah wish I know how to make a good adventure like that
Anyone can make a good adventure. If you want some pro-tips (if there is such a thing as a professional FRUA module maker), here's what I did with "AT1: Dark Alliances":
* Take your time - It took me two years to make that module. Several parts of it were rewritten multiple times. Some things were cut completely because they didn't work. Don't rush it.
* Get good play testers - I had a couple of really good play testers for that module who went above and beyond. Besides reporting bugs, they also told me how they felt the story was flowing, what parts didn't work, what they wanted to see, etc. Play testers provide fantastic feedback and I rely on them heavily when I'm working on a module.
* Finish the module - This one is important. I've played many great modules that were half-finished (I've got a couple of those myself, actually). Nobody will be able to love your adventure if you don't actually complete it.
* Plan it all out, and then prepare to throw it out the window - Some of the best things in adventures come about when we go off the road map we've created for ourselves. Stick to your overall plan, but feel free to mix up the details, even if it takes you down a road you didn't expect. If the story is writing itself in a way you didn't expect, don't fight it.
Aside from that, the only other things I feel that module had going for it were:
* Gold-Box Style - Something anyone could easily replicate just by playing them at the same time you're designing (that's what I did). It's hard for them to not rub off on you.
* Good Art and Hacks - Those take time to assemble and make. Not all were made by me, so I relied on the talent of the rest of the community.
* Hype - Something that another Ben in this community knows pretty well (hehe)--it never hurts to hype up your work. There's nothing wrong with it; because if you don't get people excited about what you're working on, maybe no one will care. Talk about it. Show off screenshots.
Final piece of advice:
* Don't concern yourself with what other people think. Just write the best adventure you can. If you like it, that's all that matters in the end.
So...can we expect to see some great modules from you in the near future?