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FORKED THREAD: Best NON-WotC 4E adventures...and why?
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<blockquote data-quote="Aberzanzorax" data-source="post: 5109598" data-attributes="member: 64209"><p>I can think of three 4e adventures that stand out in my mind.</p><p> </p><p><strong>First, the War of the Burning Sky adventure path.</strong> Now, let me admit I don't own/haven't seen the 4e version. HOWEVER. I own the 3e version. I have consistently been impressed with the storyline. I also note the tag line of "Not a Dungeon Crawl" as a major positive factor. Meaningful choices, a war (EPIC!), creative plots etc, are all present in the 3e version and I would be dumbfounded if these elements were not present in 4e. I mention this to point out that a great adventure is a great adventure regardless of ruleset. Even without seeing it, I'd submit this is a great 4e adventure (path), as it was in 3e (and it would have to be butchered/royally screwed up in conversion to take its greatness away--something I certainly would NOT expect from the writers and publisher.) Someone who has this adventure (path) can obviously speak to it better than I. But, again, I'll posit that great adventures are not defined by rulesets. So even as I ask for 4e adventures, I remind WotC that merely looking at the most beloved adventures of the past will provide the elements of greatness that can be used as a template.</p><p> </p><p> </p><p> </p><p><strong>The two finished Open Design adventures.</strong></p><p> </p><p><strong>Wrath of the River King:</strong> Here, a review states my perspective quite well, so I'll use that: <a href="http://www.rpg.net/reviews/archive/14/14107.phtml" target="_blank">Review of Wrath of the River King - RPGnet</a></p><p></p><p> </p><p><strong>Halls of the Mountain King:</strong> I own both the 3e and 4e versions of this short adventure path. Changes (some substantial, some not) have been made for the 4e "conversion" or, better said "version". It is a faithful version, but clearly written as a 4e product (not merely a "worked over" 3e product that is updated for 4e rules). This adventure is (GASP) almost entirely underground!!!! But while in a "dungeon" it is no dungeon crawl. It has numerous opportunities to interact with a variety of NPCs. It has wild and bizzare encounters. The villians are compelling (sometimes mere antagonists who are not villians. Sometimes "villians" who are not enemies...such as the greedy merchant unwilling to give away food to those starving except at exorbitant prices.) There is a "timed encounter" where rapid success means one conclusion, success means another, and failure yet another. There are problem solving encounters in which players are asked to work together in different non-combat roles. There are compelling organizations, including at least two major villainous factions and a secret/secretive NPC/PC neutral-leaning-toward-good faction. There is a lot here that makes this underground, stuck in one place, adventure NOT a dungeon crawl.</p></blockquote><p></p>
[QUOTE="Aberzanzorax, post: 5109598, member: 64209"] I can think of three 4e adventures that stand out in my mind. [B]First, the War of the Burning Sky adventure path.[/B] Now, let me admit I don't own/haven't seen the 4e version. HOWEVER. I own the 3e version. I have consistently been impressed with the storyline. I also note the tag line of "Not a Dungeon Crawl" as a major positive factor. Meaningful choices, a war (EPIC!), creative plots etc, are all present in the 3e version and I would be dumbfounded if these elements were not present in 4e. I mention this to point out that a great adventure is a great adventure regardless of ruleset. Even without seeing it, I'd submit this is a great 4e adventure (path), as it was in 3e (and it would have to be butchered/royally screwed up in conversion to take its greatness away--something I certainly would NOT expect from the writers and publisher.) Someone who has this adventure (path) can obviously speak to it better than I. But, again, I'll posit that great adventures are not defined by rulesets. So even as I ask for 4e adventures, I remind WotC that merely looking at the most beloved adventures of the past will provide the elements of greatness that can be used as a template. [B]The two finished Open Design adventures.[/B] [B]Wrath of the River King:[/B] Here, a review states my perspective quite well, so I'll use that: [URL="http://www.rpg.net/reviews/archive/14/14107.phtml"]Review of Wrath of the River King - RPGnet[/URL] [B]Halls of the Mountain King:[/B] I own both the 3e and 4e versions of this short adventure path. Changes (some substantial, some not) have been made for the 4e "conversion" or, better said "version". It is a faithful version, but clearly written as a 4e product (not merely a "worked over" 3e product that is updated for 4e rules). This adventure is (GASP) almost entirely underground!!!! But while in a "dungeon" it is no dungeon crawl. It has numerous opportunities to interact with a variety of NPCs. It has wild and bizzare encounters. The villians are compelling (sometimes mere antagonists who are not villians. Sometimes "villians" who are not enemies...such as the greedy merchant unwilling to give away food to those starving except at exorbitant prices.) There is a "timed encounter" where rapid success means one conclusion, success means another, and failure yet another. There are problem solving encounters in which players are asked to work together in different non-combat roles. There are compelling organizations, including at least two major villainous factions and a secret/secretive NPC/PC neutral-leaning-toward-good faction. There is a lot here that makes this underground, stuck in one place, adventure NOT a dungeon crawl. [/QUOTE]
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