I would strongly advise against running 4e online with 8 players. I'm running 4e online with 2 players, 3 is the most I'd be happy to handle. 4 - well, maybe, but it's really pushing it. I ran C&C online with 5 players and that was too many - and C&C is much simpler than 4e D&D.
I'd also strongly advise against using most WoTC modules, which are very combat heavy and in online play give little you can't get in WoW.
With 8 players you want a simple, easy to run system like Labyrinth Lord/Red Box Basic D&D. You want a set-up that plays to the strengths of the format, adventures with lots of in-character roleplay. Tactical grid-based play should be avoided, and number crunching kept to a minimum.
Adventures should be short. Apart from the absence of roleplay opportunities, the Dungeon Delves would be good for 4e. Maybe if you set them within a larger world such as the Nentir Vale from the 4e DMG, that would work.
But you absolutely must avoid a dry, number-crunching, mechanistic game of combat. That can be good fun round a table, but online it's not going to hold a candle to WoW.
I'd also strongly advise against using most WoTC modules, which are very combat heavy and in online play give little you can't get in WoW.
With 8 players you want a simple, easy to run system like Labyrinth Lord/Red Box Basic D&D. You want a set-up that plays to the strengths of the format, adventures with lots of in-character roleplay. Tactical grid-based play should be avoided, and number crunching kept to a minimum.
Adventures should be short. Apart from the absence of roleplay opportunities, the Dungeon Delves would be good for 4e. Maybe if you set them within a larger world such as the Nentir Vale from the 4e DMG, that would work.
But you absolutely must avoid a dry, number-crunching, mechanistic game of combat. That can be good fun round a table, but online it's not going to hold a candle to WoW.