Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
4th edition, The fantastic game that everyone hated.
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="S'mon" data-source="post: 6073348" data-attributes="member: 463"><p>I think Wyatt has a lot to answer for. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p>There is definitely a problem with what Justin Alexander calls the "My Precious Encounter" model of 4e adventure design. It's noticeable running Dungeon Delve, some of the Delves like #11 (demon attack in city then sewers) have a fairly naturalistic design that works great; the players were using the logically-there terrain to great effect. Eg the flaming exploding zombies crawled out of a storm drain into the town square, a PC pushed one back into the drain so that it hit the ground in the sewer system where it exploded harmlessly. Conversely the Temple of the Dawn in Dungeon Delve #12 has an overwrought assembly of too many magic circles, altars, statues, flaming icons, magic walls of fire or corpses etc - it kinda makes sense in context since it was built by a mad dragon with delusions of godhood, but in play it feels overwrought and stagey. When the PCs had actuallly fought Emerald Dawn earlier IMC it had been on and around an old watch tower with no 'film set' stuff, that worked much better.</p><p></p><p>More importantly - many of the best and most intense episodes in my 4e campaigns have been where combat did NOT occur. The scene where the deva Paladin Shawna Carter talked Ice Fang the white dragon down from attacking the battered party was quite breathtaking. I've learned that when running 4e published adventures you need to treat the 'delve format' fights as only one possible outcome, no matter how many pages are dedicated to them. I've been on the lookout for published adventures that support this - P2 Demon Queen's Enclave is good this way; Thunderspire Labyrinth also has some potential. </p><p>It's a shame the terrible Delve Format gives the impression YOU MUST FIGHT 30 ENCOUNTERS TO COMPLETE MODULE - it's terrible design, and completely unnecessary. The typical 4e adventure works best IME if the PCs avoid or non-violently resolve 1/3-1/2 of the encounters. Ignoring any 'attacks immediately' text about half the time, and have 1/4-1/3 of monster groups initially elsewhere (so available for later use, as wandering monsters, etc), seems to help a lot.</p><p>Learning all that was a fairly tough experience, though. I don't blame people who gave up with Keep on the Shadowfell.</p></blockquote><p></p>
[QUOTE="S'mon, post: 6073348, member: 463"] I think Wyatt has a lot to answer for. :D There is definitely a problem with what Justin Alexander calls the "My Precious Encounter" model of 4e adventure design. It's noticeable running Dungeon Delve, some of the Delves like #11 (demon attack in city then sewers) have a fairly naturalistic design that works great; the players were using the logically-there terrain to great effect. Eg the flaming exploding zombies crawled out of a storm drain into the town square, a PC pushed one back into the drain so that it hit the ground in the sewer system where it exploded harmlessly. Conversely the Temple of the Dawn in Dungeon Delve #12 has an overwrought assembly of too many magic circles, altars, statues, flaming icons, magic walls of fire or corpses etc - it kinda makes sense in context since it was built by a mad dragon with delusions of godhood, but in play it feels overwrought and stagey. When the PCs had actuallly fought Emerald Dawn earlier IMC it had been on and around an old watch tower with no 'film set' stuff, that worked much better. More importantly - many of the best and most intense episodes in my 4e campaigns have been where combat did NOT occur. The scene where the deva Paladin Shawna Carter talked Ice Fang the white dragon down from attacking the battered party was quite breathtaking. I've learned that when running 4e published adventures you need to treat the 'delve format' fights as only one possible outcome, no matter how many pages are dedicated to them. I've been on the lookout for published adventures that support this - P2 Demon Queen's Enclave is good this way; Thunderspire Labyrinth also has some potential. It's a shame the terrible Delve Format gives the impression YOU MUST FIGHT 30 ENCOUNTERS TO COMPLETE MODULE - it's terrible design, and completely unnecessary. The typical 4e adventure works best IME if the PCs avoid or non-violently resolve 1/3-1/2 of the encounters. Ignoring any 'attacks immediately' text about half the time, and have 1/4-1/3 of monster groups initially elsewhere (so available for later use, as wandering monsters, etc), seems to help a lot. Learning all that was a fairly tough experience, though. I don't blame people who gave up with Keep on the Shadowfell. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
4th edition, The fantastic game that everyone hated.
Top