Quote:
Originally Posted by tomBitonti And yet ... I would say this is a way to generate a set of random encounters ... not so much an adventure/dungeon.
My adventures have always started with a cool idea, and with a whole lot of interacting reasons for why there are monsters in a particular location, and why there is a problem. |
You misread my simplicity for flavorlessness. I wasn't talking about adventure DESIGN, merely implementation. I still tie my adventures together with a relatively tight cohesive narrative (In
4e so far, I've had my PCs rescue a noble from her wicked uncle and his hobgoblin mercenaries, face a group of rampaging orcs who were laying waste to local towns to appease their white-dragon "deity", and discover who betrayed, murdered, and stole the family fortune of a young merchants daughter whose ghost haunts the river near a patch of wild roses) I merely was commenting on how much easier it is to implement these plots using
4e's XP-budget and Treasure Parcel mechanics than the
3e's CR/EL and Treasure Table mechanics.
It frees me to focus on the story more and worry less about balancing CRs, for example.