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Dungeon Delve format in 4e?
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<blockquote data-quote="Glyfair" data-source="post: 3719750" data-attributes="member: 53"><p>In theory, things work pretty smooth. In practice, I find you are flipping back and forth an awful lot. Also, WotC needs to really double their efforts in those sections if they are going to be useful.</p><p></p><p>I've been running <em>Eyes of the Lich Queen</em>. Within the adventure text we have the description of the area, including the "boxed text." If there is an encounter you then have to turn several pages further (the encounters are lumped together at the end of the adventure section). There you get a detailed map of the area and, typically, more boxed text. Once the encounter is over you need to go back to find out what is in the room. If the players then loot the bodies, back to the encounter text. Too much flipping.</p><p></p><p>Secondly, the sheer number of errors in the encounters makes them run poorly, Many aren't major, but they add up over time. In EotLQ they have an entire section marked with the wrong scale (the map says it's 5' squares, but they are really 10' squares). They also fail to place certain opponents on the maps, put them in the wrong locations, or put extras on the map. For something that was supposed to make encounters run faster, I found these errors slowed it down.</p><p></p><p>Nick Logue also pointed out that there are problems when designing adventures. For example, having an NPC that might be an opponent or ally depending on factors before the adventure isn't practical.</p></blockquote><p></p>
[QUOTE="Glyfair, post: 3719750, member: 53"] In theory, things work pretty smooth. In practice, I find you are flipping back and forth an awful lot. Also, WotC needs to really double their efforts in those sections if they are going to be useful. I've been running [I]Eyes of the Lich Queen[/I]. Within the adventure text we have the description of the area, including the "boxed text." If there is an encounter you then have to turn several pages further (the encounters are lumped together at the end of the adventure section). There you get a detailed map of the area and, typically, more boxed text. Once the encounter is over you need to go back to find out what is in the room. If the players then loot the bodies, back to the encounter text. Too much flipping. Secondly, the sheer number of errors in the encounters makes them run poorly, Many aren't major, but they add up over time. In EotLQ they have an entire section marked with the wrong scale (the map says it's 5' squares, but they are really 10' squares). They also fail to place certain opponents on the maps, put them in the wrong locations, or put extras on the map. For something that was supposed to make encounters run faster, I found these errors slowed it down. Nick Logue also pointed out that there are problems when designing adventures. For example, having an NPC that might be an opponent or ally depending on factors before the adventure isn't practical. [/QUOTE]
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Dungeon Delve format in 4e?
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