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New adventure path from ENP
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<blockquote data-quote="Truename" data-source="post: 5144283" data-attributes="member: 78255"><p>Great news! I think WotBS is fabulous. I've played through #1, read #2, and skimmed #3, so these comments are based on that background:</p><p></p><p>Things to keep:</p><p>* The non-linear structure and copious DM notes about how to deal with various player actions. Add even more information about what something means and how items/characters recur so DMs can plan and foreshadow.</p><p>* The great characterization and prolific use of NPCs.</p><p>* Intentionally unbalanced encounters.</p><p>* Lots of non-combat scenes.</p><p>* Plenty of story. I want plotty goodness even in a sandbox structure.</p><p></p><p></p><p>Things to improve:</p><p>* Improve grasp of 4e mechanics and reduce unintentional unbalance. (Remember, though, I've only played through WotBS #1 so far.)</p><p>* Improve adventure layout and structure. Make it easier for the DM to grasp the whole. Optimize for two things: grokking the adventure on its first read-through, and using it as a reference at the table. Perhaps include summaries that can be quickly referenced by glancing down while DMing, alongside more traditional prose meant for reading ahead of time. Perhaps even <em>repeat</em> the content in two parts--adventure information & reference + delve-style spreads.</p><p>* Skill challenges. Don't include 'em unless failure has an impact on the story. (Personally, I think skill challenges are a broken mechanic, so I'd say ditch 'em entirely. But that's me.)</p><p></p><p></p><p>Things to steal from WoTC:</p><p>* Great set-piece battles.</p><p>* Ease of running a scene/encounter "from the module" when prep-time is tight.</p><p>* Clear "mini-arcs" that span a single tier, knitted together into an overall story.</p><p>* Noticeable change in scope and flavor between heroic, paragon, and epic tiers.</p><p>* Roleplaying stat blocks.</p></blockquote><p></p>
[QUOTE="Truename, post: 5144283, member: 78255"] Great news! I think WotBS is fabulous. I've played through #1, read #2, and skimmed #3, so these comments are based on that background: Things to keep: * The non-linear structure and copious DM notes about how to deal with various player actions. Add even more information about what something means and how items/characters recur so DMs can plan and foreshadow. * The great characterization and prolific use of NPCs. * Intentionally unbalanced encounters. * Lots of non-combat scenes. * Plenty of story. I want plotty goodness even in a sandbox structure. Things to improve: * Improve grasp of 4e mechanics and reduce unintentional unbalance. (Remember, though, I've only played through WotBS #1 so far.) * Improve adventure layout and structure. Make it easier for the DM to grasp the whole. Optimize for two things: grokking the adventure on its first read-through, and using it as a reference at the table. Perhaps include summaries that can be quickly referenced by glancing down while DMing, alongside more traditional prose meant for reading ahead of time. Perhaps even [i]repeat[/i] the content in two parts--adventure information & reference + delve-style spreads. * Skill challenges. Don't include 'em unless failure has an impact on the story. (Personally, I think skill challenges are a broken mechanic, so I'd say ditch 'em entirely. But that's me.) Things to steal from WoTC: * Great set-piece battles. * Ease of running a scene/encounter "from the module" when prep-time is tight. * Clear "mini-arcs" that span a single tier, knitted together into an overall story. * Noticeable change in scope and flavor between heroic, paragon, and epic tiers. * Roleplaying stat blocks. [/QUOTE]
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