I have a hypothesis: Wizards of the Coast's 5E adventures are for fucking weenies.
I know, it's a tall claim to make. Let's prove this through rigorous scientific analysis.
[Okay, in all seriousness, I recognize that I'm really preaching to the choir here. But use this article for 1) knowing how not to write dope adventures, and 2) explaining to your friends who are squares what the difference is between dope adventures and mayonnaise adventures.]
The principal variables I want to examine are villains and conflict. They reveal a lot about a designer's sensibilities towards what's cool. Because as we all know, the bad guys are always cooler than the good guys.