Yep. At most, the different scenarios are no more than skeletons of encounters (or "design patterns"). They're nothing without skin and flesh.The lesson I took from this is: make sure to flesh out all the details first, and think rather hard about the actual way it works in play. Anticipate some of the player's questions/thoughts, or try to fill as many questionable gaps as possible. Write out the details ahead of time in a clear sheet, instead of trying to explain (and re-explain, and in effect muddy the water when you re-explain). This should go for all of the situations.
Then they started asking questions for details:
"What is it we need to do in order to stop the site from activating? How many actions or rounds does it take?"
"If we break the site from activating, then can they just run back in and re-activate it?"
"If the minions and non-minion engage us, then shouldn't the activation stop, considering they're busy fighting us?"
"Can't we just see where they're going to put things up? Okay, if so, then why can't we just split up and send one guy to each site before it activates, and then just try and keep them preoccupied?"
In the crazy terrain motif; one of the Dark Forces games featured a timed, fighting escape off a falling starship in the upper atmosphere while the artificial gravity is severely hosed. Even better, No One Lives Forever 2 does this one better, ala Wizard of Oz, where you fight a ninja boss inside a house that's tumbling inside a tornado! You know, in case you needed a paragon-plus level terrain challenge.One of my favorites was from Pathfinder #2, the Skinsaw Murders:
PCs go into an abandoned clocktower. They go up some dilapidated stairs, and the badguys lurking above start severing the ropes that hold the bells in the tower up there. Bells start crashing through the already unsteady stairs, creating gaps, potentially crushing PCs or forcing them to dodge and possibly fall.
Absolutely nasty.
This idea is familiar to any Shadowrun player. The two magic words, karma refreshes, can either inspire intense relief or sudden dread. I used them at any dramatic turning point or beat; both right after and just before major encounters...This thread is replete with awesomeness. Subscribed!
I've mentioned elsewhere that I'm modifying the "Milestones" rule in my upcoming campaign so that the PC's get them for tangible accomplishments rather than simply every two encounters. Many of these scenario objectives are exactly the kinds of things I've been thinking of.
Excellent stuff!

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.