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<blockquote data-quote="Aurumvorax" data-source="post: 5351881" data-attributes="member: 87266"><p>The adventures were smaller because</p><p></p><p>A) The stat blocks didn't take up the entire page. You didn't need to know a monster's umpteen power or special ability to run them. In fact, by the time this sentence ends, the paragraph I just typed up could contain the entire abilities of the most powerful monsters.</p><p></p><p>B) 4e prints a large map followed by smaller room-by-room maps because battle grids are so much more important. You need to know the exact number of squares are in an area, what traps are there, how the traps will interact with the player, etc.</p><p></p><p>C) A good deal of information is filled in by the DM. B2 had a page full of possible wilderness adventures and the dungeon's denizens would take their treasure and run, restock, or even be overrun by neighboring monsters! It wasn't unreasonable to assume that the kobold compound would get taken over by the orcs if the players significantly weakened them. AD&D was more sandbox-y and you were encouraged to constantly refresh the dungeon to keep the players on their toes.</p><p></p><p>D) The text is smaller. 4e's text is <strong>huge</strong> compared to the old modules.</p><p></p><p>Don't say there was a lack of information because this is wrong. Lets not forget that the main portion of Hommlet was stated out in its <strong>entirety</strong> complete with people who live their, the treasure they keep, and their basic mannerisms. Old edition module writers would go into detail about what the monsters would do in certain situations. For example, if the PCs screwed with the giants enough in G1 they would either tail the PCs back to their secret camp and launch hit-and-run attacks of their own or they would trap their stronghold and straight up leave, reinforcing the <strong>next</strong> dungeon in the module's line.</p><p></p><p>Also, saying these older adventures were <strong>short</strong> is wrong. Clearing out the Caves of Chaos took my group a month from levels 1 to 4 and we played three times a week after school for 4 to 6 hours. </p><p></p><p>4e modules have so much material and formatting restrictions that it instantly bloats the material. If you take out all the stat blocks and simply say "Turn to MM Page # Whatever" then you'll be surprised to find that even 4e's adventures are short.</p></blockquote><p></p>
[QUOTE="Aurumvorax, post: 5351881, member: 87266"] The adventures were smaller because A) The stat blocks didn't take up the entire page. You didn't need to know a monster's umpteen power or special ability to run them. In fact, by the time this sentence ends, the paragraph I just typed up could contain the entire abilities of the most powerful monsters. B) 4e prints a large map followed by smaller room-by-room maps because battle grids are so much more important. You need to know the exact number of squares are in an area, what traps are there, how the traps will interact with the player, etc. C) A good deal of information is filled in by the DM. B2 had a page full of possible wilderness adventures and the dungeon's denizens would take their treasure and run, restock, or even be overrun by neighboring monsters! It wasn't unreasonable to assume that the kobold compound would get taken over by the orcs if the players significantly weakened them. AD&D was more sandbox-y and you were encouraged to constantly refresh the dungeon to keep the players on their toes. D) The text is smaller. 4e's text is [b]huge[/b] compared to the old modules. Don't say there was a lack of information because this is wrong. Lets not forget that the main portion of Hommlet was stated out in its [b]entirety[/b] complete with people who live their, the treasure they keep, and their basic mannerisms. Old edition module writers would go into detail about what the monsters would do in certain situations. For example, if the PCs screwed with the giants enough in G1 they would either tail the PCs back to their secret camp and launch hit-and-run attacks of their own or they would trap their stronghold and straight up leave, reinforcing the [b]next[/b] dungeon in the module's line. Also, saying these older adventures were [b]short[/b] is wrong. Clearing out the Caves of Chaos took my group a month from levels 1 to 4 and we played three times a week after school for 4 to 6 hours. 4e modules have so much material and formatting restrictions that it instantly bloats the material. If you take out all the stat blocks and simply say "Turn to MM Page # Whatever" then you'll be surprised to find that even 4e's adventures are short. [/QUOTE]
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