wedgeski
Adventurer
I haven't been driven from 4E (far from it) but I know exactly where you're coming from. IMO H1-H3 are, on the whole, dreadfully monotone dungeon crawls with only small sparks of interest, but the irony is that the system itself works on a far more interesting level than that.The latter seems tied to the concept of 4e's pacing. Earlier D&D searched slow and fought fast. 4e runs on the opposite; expanded set-piece combats punctuated by some minor dungeon-fluff in between. I especially hated WotC's "An encounter in every room" method of designing modules. Some of the best 4e adventures I ran was when there was one combat and lots of exploring, RP, and problem solving (most of which could be done in any edition). When I tried to run 4e by the spirit of the modules (lots of combat, skill challenges, and a dash of story) it felt hollow and boring.
My campaign thus far has probably been 50% exploration/pure RP, and 50% combat, but judging by the structure of those first few modules, you'd think we were playing completely at odds with the design intent.
Why those adventures go so far out of their way to send such false signals about 4E remains a complete mystery to me, and it's something I intend to ask Mearls after he's fallen inevitable victim to the layoff cycle.
In the meantime, the trappings of 4E have served us exceptionally well in creating exactly the kind of game we've enjoyed running for many, many years, for which I'm very grateful.
