Olgar Shiverstone
Legend
Over in the Mike Mearls Miniatures thread, MerricB observed:
I agree with MerricB that the first style of adventure structure he presents is superior to the second. But I submit that this style of design is superior to either:
* Obstacle (can be overcome by fighting, skill use, roleplaying, or bypassed)
* Obstacle (can be overcome by fighting, skill use, roleplaying, or bypassed)
* Obstacle (can be overcome by fighting, skill use, roleplaying, or bypassed)
* Obstacle (can be overcome by fighting, skill use, roleplaying, or bypassed)
I think this is a problem with many modern adventures -- they are designed with a particular method of solution to a given obstacle (=encounter). Back in the days when you entered a cave to hear a goblin yell "Bree Yark!", combat may have been the default option but there was nothing inherent in the adventure design that wouldn't allow alternative methods to handle the obstacle (assuming a competent DM, of course).
What do you think? Are the days of truly flexible adventure/encounter design over?
MerricB said:Honestly, it's far more a problem with the adventures that Dungeon & Wizards are presenting than with the structure of D&D 4E as a whole. Last Sunday, I ran a session of E1: Death's Reach where we had the following encounter types:
* Combat
* Role-playing
* Skill Challenge
* Combat
* Roleplaying/Skill Challenge
* Combat
That was awesome variety, and the players and I really enjoyed it. However, too many adventures have this structure:
* Fight
* Fight
* Fight
* Fight
(Apparently, we're not playing D&D, we're playing the Itchy and Scratchy RPG).
I agree with MerricB that the first style of adventure structure he presents is superior to the second. But I submit that this style of design is superior to either:
* Obstacle (can be overcome by fighting, skill use, roleplaying, or bypassed)
* Obstacle (can be overcome by fighting, skill use, roleplaying, or bypassed)
* Obstacle (can be overcome by fighting, skill use, roleplaying, or bypassed)
* Obstacle (can be overcome by fighting, skill use, roleplaying, or bypassed)
I think this is a problem with many modern adventures -- they are designed with a particular method of solution to a given obstacle (=encounter). Back in the days when you entered a cave to hear a goblin yell "Bree Yark!", combat may have been the default option but there was nothing inherent in the adventure design that wouldn't allow alternative methods to handle the obstacle (assuming a competent DM, of course).
What do you think? Are the days of truly flexible adventure/encounter design over?