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last encounter was totally one-sided
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<blockquote data-quote="Helldritch" data-source="post: 6970471" data-attributes="member: 6855114"><p>I encourage you to reread them. The detailed encounters are as you suggest. But you have to fill in the rest. That is why they usualy say that at this point (insert end of a phase, plot point, chapter) PC should be "X" level. You can either do that by using the mile stone or as old bones like me did and that is fill the requirement with encounters of your own. In HoDQ you travel quite a lot. Random encounter is explicitly stated. Same in RoT, RoEE, OoA, CoS and now the SKT. </p><p></p><p>The new way to make adventures by WoTC is to simply give the back bones you need to flesh out memorable adventures that will be as diversified as there are DM out in the world. I have been aware of three OoA campaigns in my area, none of them looked like mine and one even made me envious as the DM, though young, did a wonderful job with that/his adventure.</p><p></p><p>The new adventure do not cater the DM by the hand with every single room detailed like old modules. They can't or the adventures in themselve would be 700 pages long. The old Temple of Elemental Evil (T1-4) was bringing players up to level 8 with about 130 or a 140 pages with small, very condensed prints (at least they look small print to me now. An old bone like me has a declining eyesight.) whereas the new adventures have a neater and much clearer print that what we used to have. I guess that they could be condensed to 2/3rd of their page count if they had been made in the '80s. The style of writing changed, DM are no longuer looking for fixed adventure that they will adapt anyway to their group. Over the years, professionals understood that all they needed was to make adventure as guidelines to what the campaign should look like and not an absolute write up that is the only thing you can do in it.</p><p></p><p>The adventures are now simply describing key event/places and the DM has to fill up the rest. If you play all of them as is, you will fall short in both levels and time played. I guess that there are many ways to read a book. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Helldritch, post: 6970471, member: 6855114"] I encourage you to reread them. The detailed encounters are as you suggest. But you have to fill in the rest. That is why they usualy say that at this point (insert end of a phase, plot point, chapter) PC should be "X" level. You can either do that by using the mile stone or as old bones like me did and that is fill the requirement with encounters of your own. In HoDQ you travel quite a lot. Random encounter is explicitly stated. Same in RoT, RoEE, OoA, CoS and now the SKT. The new way to make adventures by WoTC is to simply give the back bones you need to flesh out memorable adventures that will be as diversified as there are DM out in the world. I have been aware of three OoA campaigns in my area, none of them looked like mine and one even made me envious as the DM, though young, did a wonderful job with that/his adventure. The new adventure do not cater the DM by the hand with every single room detailed like old modules. They can't or the adventures in themselve would be 700 pages long. The old Temple of Elemental Evil (T1-4) was bringing players up to level 8 with about 130 or a 140 pages with small, very condensed prints (at least they look small print to me now. An old bone like me has a declining eyesight.) whereas the new adventures have a neater and much clearer print that what we used to have. I guess that they could be condensed to 2/3rd of their page count if they had been made in the '80s. The style of writing changed, DM are no longuer looking for fixed adventure that they will adapt anyway to their group. Over the years, professionals understood that all they needed was to make adventure as guidelines to what the campaign should look like and not an absolute write up that is the only thing you can do in it. The adventures are now simply describing key event/places and the DM has to fill up the rest. If you play all of them as is, you will fall short in both levels and time played. I guess that there are many ways to read a book. ;) [/QUOTE]
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