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Conversion's not hard, but it is..DUNGEON mag, DMing and 2nd edition scenarios
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<blockquote data-quote="delericho" data-source="post: 4040326" data-attributes="member: 22424"><p>What the OP is describing is really more of an information-presentation issue than anything to do with conversion as such. Over the years, the ability of adventure designers to present information in a clear, readable and usable format has improved. Which, frankly, is as it should be.</p><p></p><p>However, one thing that should be noted is that module construction has become vastly more formalised in 3e, first with the standard format introduced in "The Sunless Citadel", and used extensively and refined by Dungeon, and then with the Delve Format. This formalisation has distinct advantages, in that it makes finding information easier to find than it would be otherwise.</p><p></p><p>It also has two distinct disadvantages. The first is that adventures all too often become tedious to read, and thus prepare for. This is especially bad with the mega-dungeons (with "Return to the Temple of Elemental Evil" being the worst example I read), where the module seems to just go on, and on, and on...</p><p></p><p>However, the big disadvantage, and one that is especially notable in the Delve Format, is that some encounters would be much better presented by breaking the format. If an encounter area has two traps, one on the door and another in the centre of the room, then these are really best presented seperately in the order they will be encountered, and not grouped under "Trap", as was the standard in 3e. Likewise, if you have a guard patrol who travel through several key areas, this is at best difficult to present under the Delve Format.</p><p></p><p>It remains to be seen whether 4e adventure design will be any better than was the case in 3e. Hopefully, the designers have learned from the weaknesses of the Delve Format, and have evolved it further. We shall see.</p><p></p><p>(I should note: I thought that the Delve Format was a wonderful idea. In principle, it is still a good idea. Unfortunately, in practice it has failed to live up to its promise. However, this may simple be that too many of the adventures that used it were simply not very good in the first place.)</p></blockquote><p></p>
[QUOTE="delericho, post: 4040326, member: 22424"] What the OP is describing is really more of an information-presentation issue than anything to do with conversion as such. Over the years, the ability of adventure designers to present information in a clear, readable and usable format has improved. Which, frankly, is as it should be. However, one thing that should be noted is that module construction has become vastly more formalised in 3e, first with the standard format introduced in "The Sunless Citadel", and used extensively and refined by Dungeon, and then with the Delve Format. This formalisation has distinct advantages, in that it makes finding information easier to find than it would be otherwise. It also has two distinct disadvantages. The first is that adventures all too often become tedious to read, and thus prepare for. This is especially bad with the mega-dungeons (with "Return to the Temple of Elemental Evil" being the worst example I read), where the module seems to just go on, and on, and on... However, the big disadvantage, and one that is especially notable in the Delve Format, is that some encounters would be much better presented by breaking the format. If an encounter area has two traps, one on the door and another in the centre of the room, then these are really best presented seperately in the order they will be encountered, and not grouped under "Trap", as was the standard in 3e. Likewise, if you have a guard patrol who travel through several key areas, this is at best difficult to present under the Delve Format. It remains to be seen whether 4e adventure design will be any better than was the case in 3e. Hopefully, the designers have learned from the weaknesses of the Delve Format, and have evolved it further. We shall see. (I should note: I thought that the Delve Format was a wonderful idea. In principle, it is still a good idea. Unfortunately, in practice it has failed to live up to its promise. However, this may simple be that too many of the adventures that used it were simply not very good in the first place.) [/QUOTE]
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