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Do official adventures follow DMG advice?
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<blockquote data-quote="Wik" data-source="post: 4688288" data-attributes="member: 40177"><p>LostSoul has it right. I'm running Sceptre Tower of Spellgard right now, though you would never know it by a play session. I've taken the notes on the surface of the area, and totally expanded on the factions, which has resulted in numerous spin-off adventures, sometimes in response to a PCs' whims (someone won't show up, so the group will do some "light exploration" and I'll make up an encounter or two on the fly). </p><p></p><p>I've taken the dungeon of that adventure (the second of the three parts), and completely erased it, putting in my own. Which is where the group is currently at. And, for the last third, I've rewritten the enemies, and made huge adjustments to things to make the story's plot more obvious to the PCs. </p><p></p><p>Thunderspire is a decent adventure, but it is combat heavy. Try putting in some more skill challenges, and look for areas you can insert some RP encounters or "think outside the box" encounters. While it's not very 4e, it seems, throw in some traps outside of combat. In other words, do whatever you can to lower the number of actual combats in the game, and increase the number of non-combat encounters. Or, up the number of non-combat encounters, so that the ratio of combat to noncombat changes. For some reason, wotc adventures are very combat heavy, and some of them leave little room for GM expansion in the other fun areas of play.</p></blockquote><p></p>
[QUOTE="Wik, post: 4688288, member: 40177"] LostSoul has it right. I'm running Sceptre Tower of Spellgard right now, though you would never know it by a play session. I've taken the notes on the surface of the area, and totally expanded on the factions, which has resulted in numerous spin-off adventures, sometimes in response to a PCs' whims (someone won't show up, so the group will do some "light exploration" and I'll make up an encounter or two on the fly). I've taken the dungeon of that adventure (the second of the three parts), and completely erased it, putting in my own. Which is where the group is currently at. And, for the last third, I've rewritten the enemies, and made huge adjustments to things to make the story's plot more obvious to the PCs. Thunderspire is a decent adventure, but it is combat heavy. Try putting in some more skill challenges, and look for areas you can insert some RP encounters or "think outside the box" encounters. While it's not very 4e, it seems, throw in some traps outside of combat. In other words, do whatever you can to lower the number of actual combats in the game, and increase the number of non-combat encounters. Or, up the number of non-combat encounters, so that the ratio of combat to noncombat changes. For some reason, wotc adventures are very combat heavy, and some of them leave little room for GM expansion in the other fun areas of play. [/QUOTE]
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