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4th Edition and the Immortals Handbook
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<blockquote data-quote="Ltheb Silverfrond" data-source="post: 4077342" data-attributes="member: 39867"><p>Well, I'd say writing adventures is probably the hardest part; </p><p>I know some DMs (like myself) who just glance over an adventure, and only run the bare bones of it. (When I ran H6 in 3E, It was more or less H6, but I just converted what I wanted to use and scrapped the rest, like most of the ridiculous puzzle-mazes and the mook undead encounters; Also, it was more of 'The Return of H6', as H6 had already been completed in the current timeline, so the plot was a bit different) </p><p>While I also know DMs who would run the adventure as-is to the letter. (I have seen Return to the Temple of Elemental Evil run like this more times than I care to imagine)</p><p>I imagine most DMs work someplace in the middle; Keep the meat and bones, perhaps bend the fluff a bit to suit their game, but mostly keep it the same. (They wouldn't run that adventure if it's not what they wanted to run, after all)</p><p></p><p>However, I don't yet know how 4E Adventures are structured. 4E might have a drastically simpler model for adventure design. I certainly hope encounters are as dynamic as they say they will be without all the work. In 3E its much easier just to have one big monster/high level npc vs the PCs.</p><p></p><p>As for designing adventures; I don't think I have the scope to write an epic adventure, but maps and mathwork I can do. I'll brush up (pun intended) on my photoshop-fu and see if I can throw together some professional-looking maps. (Although I think it will be WotC who set the bar as far as adventure quality; I don't think I can top their pre-rendered digital map tiles, but I'll see what I can do) I can't promise anything right now, but since most of this discussion is hypothetical anyway...</p></blockquote><p></p>
[QUOTE="Ltheb Silverfrond, post: 4077342, member: 39867"] Well, I'd say writing adventures is probably the hardest part; I know some DMs (like myself) who just glance over an adventure, and only run the bare bones of it. (When I ran H6 in 3E, It was more or less H6, but I just converted what I wanted to use and scrapped the rest, like most of the ridiculous puzzle-mazes and the mook undead encounters; Also, it was more of 'The Return of H6', as H6 had already been completed in the current timeline, so the plot was a bit different) While I also know DMs who would run the adventure as-is to the letter. (I have seen Return to the Temple of Elemental Evil run like this more times than I care to imagine) I imagine most DMs work someplace in the middle; Keep the meat and bones, perhaps bend the fluff a bit to suit their game, but mostly keep it the same. (They wouldn't run that adventure if it's not what they wanted to run, after all) However, I don't yet know how 4E Adventures are structured. 4E might have a drastically simpler model for adventure design. I certainly hope encounters are as dynamic as they say they will be without all the work. In 3E its much easier just to have one big monster/high level npc vs the PCs. As for designing adventures; I don't think I have the scope to write an epic adventure, but maps and mathwork I can do. I'll brush up (pun intended) on my photoshop-fu and see if I can throw together some professional-looking maps. (Although I think it will be WotC who set the bar as far as adventure quality; I don't think I can top their pre-rendered digital map tiles, but I'll see what I can do) I can't promise anything right now, but since most of this discussion is hypothetical anyway... [/QUOTE]
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