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Re Building the Halls of the Undermountain
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<blockquote data-quote="tomBitonti" data-source="post: 5889610" data-attributes="member: 13107"><p>Ref: <a href="http://wizards.com/dnd/Article.aspx?x=dnd/drdd/20120418" target="_blank">Dungeons & Dragons Roleplaying Game Official Home Page - Article (Building the Halls of Undermountain)</a></p><p></p><p>I was surprised that this "design and development" didn't talk at all about the adventure design. The article is about the design of the physical components, but it isn't even that, really. The article is more about finding a feasible list of component for a specified target product price. A component design, perhaps, but even in that space, the process was odd: How could there not be a set of guidelines to show standard product configurations, and the costs of several options? Why such an inefficient application of time on such forced issues?</p><p></p><p>And then, more issues: No tokens. But why not a separate "Halls of the Undermountain" terrain pack? If no miniatures, a miniature selection guide? What about web extras, are they not included in the product components?</p><p></p><p>But back to the question of adventure design. I rather was looking for more in this space, and the lack of detail here I think is telling, that is, in explaining the terrible quality of adventures which has been produced. I would want to see a description of the type of adventure (for example, crawl, urban, outdoor), the level of play, the unique story points, as well as a statement of how the adventure fit within the current space of adventures, and of how the adventure explores "play space".</p><p></p><p>Thx!</p><p></p><p>TomB</p></blockquote><p></p>
[QUOTE="tomBitonti, post: 5889610, member: 13107"] Ref: [url=http://wizards.com/dnd/Article.aspx?x=dnd/drdd/20120418]Dungeons & Dragons Roleplaying Game Official Home Page - Article (Building the Halls of Undermountain)[/url] I was surprised that this "design and development" didn't talk at all about the adventure design. The article is about the design of the physical components, but it isn't even that, really. The article is more about finding a feasible list of component for a specified target product price. A component design, perhaps, but even in that space, the process was odd: How could there not be a set of guidelines to show standard product configurations, and the costs of several options? Why such an inefficient application of time on such forced issues? And then, more issues: No tokens. But why not a separate "Halls of the Undermountain" terrain pack? If no miniatures, a miniature selection guide? What about web extras, are they not included in the product components? But back to the question of adventure design. I rather was looking for more in this space, and the lack of detail here I think is telling, that is, in explaining the terrible quality of adventures which has been produced. I would want to see a description of the type of adventure (for example, crawl, urban, outdoor), the level of play, the unique story points, as well as a statement of how the adventure fit within the current space of adventures, and of how the adventure explores "play space". Thx! TomB [/QUOTE]
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