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<blockquote data-quote="AbdulAlhazred" data-source="post: 8175134" data-attributes="member: 82106"><p>Yeah, I agree. OTOH KotS was the first, the prototype, of 4e adventures, though. It is basically as bad as it is possible to be. I mean, there are a COUPLE of points in even that adventure where they ACCIDENTALLY allowed in a crack of light. The sequence where the PCs take on the kobolds and get jumped by some toughs had potential. There was also a brief glimpse of some open narrative in the town part, though the structure of the adventure didn't exactly lean into doing much with it. </p><p></p><p>It just presented one dull 'steel cage death match' fight in tight quarters after another. Then there were the ham fisted Skill Challenges (well, I think there were two in the whole module, and both sucked). So, if Mike was trying to do something that would pass muster in a Story Now sense, he wasn't up to the task. Ironically the 1st 5e module is VASTLY better in this sense (mediocre, but still). At least it is reasonably non-linear and admits of a number of possible outcomes, although it seemed like there was a kind of 'golden path' that the DM could just run on rails if they wanted. Still, I would not call it a bad adventure, and it has potential in a Story Game sense. I never read Reavers of Harkenwold etc. They are supposed to be better, but I still suspect they're not really super story oriented. Gardmore Abbey is, but that is literally the last published 4e adventure, too little too late.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8175134, member: 82106"] Yeah, I agree. OTOH KotS was the first, the prototype, of 4e adventures, though. It is basically as bad as it is possible to be. I mean, there are a COUPLE of points in even that adventure where they ACCIDENTALLY allowed in a crack of light. The sequence where the PCs take on the kobolds and get jumped by some toughs had potential. There was also a brief glimpse of some open narrative in the town part, though the structure of the adventure didn't exactly lean into doing much with it. It just presented one dull 'steel cage death match' fight in tight quarters after another. Then there were the ham fisted Skill Challenges (well, I think there were two in the whole module, and both sucked). So, if Mike was trying to do something that would pass muster in a Story Now sense, he wasn't up to the task. Ironically the 1st 5e module is VASTLY better in this sense (mediocre, but still). At least it is reasonably non-linear and admits of a number of possible outcomes, although it seemed like there was a kind of 'golden path' that the DM could just run on rails if they wanted. Still, I would not call it a bad adventure, and it has potential in a Story Game sense. I never read Reavers of Harkenwold etc. They are supposed to be better, but I still suspect they're not really super story oriented. Gardmore Abbey is, but that is literally the last published 4e adventure, too little too late. [/QUOTE]
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