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Originally Posted by Betote If we believe what we have been said by the designers and the marketing guys at WotC, 4e was designed specifically to make those modules impossible to play as they were. Traps work on a totally different way because they found the previous ones (the ones that appear on them) broken, unfun and unfair, the feeling of "anytime now I could drop dead if I fail a saving throw" has been actively avoided. Even the maps would need to be redrawn because now they're "too small to 4e" (as Mike Mearls stated in an article about this specific topic). |
Well, jeez. Someone better tell Mearls it's impossible for him to run his
4e Temple of Elemental Evil game, and remind him that he specifically designed the game to destroy the module he's running!
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So, if 4e feels old school, and it has been (or so we've been told) designed to achieve the exact opposite results, 4e is a failure.
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I think you, too, are falling into the assumption that there's only one definition or set of characteristics that define "old-school" play.
-O