WizarDru
Adventurer
I am currently a DDI subscriber (though this year, I only JUST decided to maintain that subscription as I feel the value proposition is tenuous). One of the things I had most hoped for from DDI was the high quality adventures I once used to enjoy from Dungeon magazine. I found Dungeon to be invaluable during the 3E era....but now, not so much.
I rarely use printed modules as presented, but often cherry-pick, modify and sometimes use precious little more than some maps, stat-blocks or illustrations for my needs. Sometimes I use stuff whole hog (like I used to do with Pathfinder, pre-4E and the PF RPG). Paizo doesn't do 4E, however, so that avenue is dead to me (and since some of the best material in Dungeon was from Paizo....)
Part of this, I suspect, appears to be the focus of 4E. Modules under the DDI version of Dungeon are....well, they're like Hobbes' idea of the natural state of man: "nasty, brutish and short." Most of them are little more than excuses to stage some set combats. Which I think is an intentional focus...to present something that will take a single night to play through and go home. Take issue 184's "Head in the Clouds". I don't think it's spoiling anything to say that module can be boiled down to this: "Giant Head with attached fortress descends slowly but uncontrollably to earth. Monsters attack it, causing it to malfunction and the players may be able to save it and its owner." The module is basically a combat that can be avoided by diplomacy, a combat that can be aided by Arcana and a combat against the aggressors. The End.
Don't get me wrong, here. I actually think this is a decent module, for what it's trying to do. It sets up three interesting battles and executes them, introduces some neat ideas and wraps up quickly. It works well in most campaigns with only a minimal of tweaking and is attractive, art-wise. I'm not trying to claim the module is bad, it categorically IS NOT. However, it's goals are steadfastly different from what I'm looking for in a module.
What I'm looking for is something more sophisticated or involved. Something more akin to what used to be the purview of Dungeon for years. Not just an encounter, but something with an actual plot. "Head in the Clouds" has no actual plot that you don't add....the plot is: "a giant head crashes and then some ettins and later minotaurs and demons attack it." The players have no real input into the situation, per se. What little plot exists is there to move the players along from one battle to another. Compare this, then, with something like the Shackled City Adventure Path or the Village of Hommlet or any number of more detailed adventures.
Issue 185's "Bark at the Moon" is a step in the right direction, although it wasn't quite to my taste. A lot of the modules/adventures seem very...limited. Safe. I don't know. I like what "Bark" is trying to do, even if I'm not really a fan of the plot, per se. It actually feels like a story, not just an excuse to roll from one combat to the next.
What I'm looking for, then, are suggestions for other modules/adventures that I can adapt for use in my current 4E game. DDI's ease of stat-blocks ironically means that I'm not as invested in such material for an adventure. I'm looking more for something that offers me something I don't have easy access to or who's done the heavy lifting (or in this case, thinking) for me.
What 4E adventures have you found fulfilling or worthwhile and why?
I rarely use printed modules as presented, but often cherry-pick, modify and sometimes use precious little more than some maps, stat-blocks or illustrations for my needs. Sometimes I use stuff whole hog (like I used to do with Pathfinder, pre-4E and the PF RPG). Paizo doesn't do 4E, however, so that avenue is dead to me (and since some of the best material in Dungeon was from Paizo....)
Part of this, I suspect, appears to be the focus of 4E. Modules under the DDI version of Dungeon are....well, they're like Hobbes' idea of the natural state of man: "nasty, brutish and short." Most of them are little more than excuses to stage some set combats. Which I think is an intentional focus...to present something that will take a single night to play through and go home. Take issue 184's "Head in the Clouds". I don't think it's spoiling anything to say that module can be boiled down to this: "Giant Head with attached fortress descends slowly but uncontrollably to earth. Monsters attack it, causing it to malfunction and the players may be able to save it and its owner." The module is basically a combat that can be avoided by diplomacy, a combat that can be aided by Arcana and a combat against the aggressors. The End.
Don't get me wrong, here. I actually think this is a decent module, for what it's trying to do. It sets up three interesting battles and executes them, introduces some neat ideas and wraps up quickly. It works well in most campaigns with only a minimal of tweaking and is attractive, art-wise. I'm not trying to claim the module is bad, it categorically IS NOT. However, it's goals are steadfastly different from what I'm looking for in a module.
What I'm looking for is something more sophisticated or involved. Something more akin to what used to be the purview of Dungeon for years. Not just an encounter, but something with an actual plot. "Head in the Clouds" has no actual plot that you don't add....the plot is: "a giant head crashes and then some ettins and later minotaurs and demons attack it." The players have no real input into the situation, per se. What little plot exists is there to move the players along from one battle to another. Compare this, then, with something like the Shackled City Adventure Path or the Village of Hommlet or any number of more detailed adventures.
Issue 185's "Bark at the Moon" is a step in the right direction, although it wasn't quite to my taste. A lot of the modules/adventures seem very...limited. Safe. I don't know. I like what "Bark" is trying to do, even if I'm not really a fan of the plot, per se. It actually feels like a story, not just an excuse to roll from one combat to the next.
What I'm looking for, then, are suggestions for other modules/adventures that I can adapt for use in my current 4E game. DDI's ease of stat-blocks ironically means that I'm not as invested in such material for an adventure. I'm looking more for something that offers me something I don't have easy access to or who's done the heavy lifting (or in this case, thinking) for me.
What 4E adventures have you found fulfilling or worthwhile and why?