catsclaw227
First Post
There's already a whole huge thread on the Essentials Line, and judging from the comments by posters here a EnWorld, it appears as though WoTC really is listening and working on alternate ways to bring new and older gamers back to the current version D&D. I won't rehash what is being said in the other thread, but here's some snippets:
In addition, I went to amazon to check out HS1 and HS2, the first two of the new series of adventures by the Wizards. The second isn't out yet, but HS1 has [ame="http://www.amazon.com/Slaying-Stone-Adventure-HS1-4th/dp/0786953888/ref=pd_cp_b_1"]a couple of mediocre ratings[/ame] that shed some light on the style of adventure that is being created these days -- though not talking about DDI Dungeon adventures.
Are these new adventures going to be as sandboxy as they are being described?
Here's some of the comments:
So, is it really true??
I am really glad that WoTC is taking all the comments and opinions to heart, trying to work the ideas back into the game without alienating all the current 4e players that really enjoy the system as it stands now. Really, its a wonderful testament to the modularity of exception based design.
Throw in Hammerfast and the upcoming [ame="http://www.amazon.com/Vor-Rukoth-Ancient-Ruins-Adventure/dp/078695549X/ref=sr_1_2?ie=UTF8&s=books&qid=1279378345&sr=8-2"]Vor Rukoth[/ame] and it looks like WoTC is trying to bring back some of the early edition feeling and maybe even the site-based adventure locations.
The linear adventures let us get our feet wet and our minds focused on learning the mechanics. Now that most of the mechanics for veteran 4e players and DMs are fading into the background, the opportunity for richer stories and more open sandbox style adventuring may be opening up.
I am starting to feel that this is a good time for 3PP companies to start making some products like the HS series of adventures or the locations like Hammerfast and Vol Rukoth.
Your thoughts?
mach1.9pants said:However what it is IMO is an exciting addition to the options that 4E gives, allowing differing character styles, and also an incentive for me to buy my first physical 4E product (apart from DMG2) for a long long time.
bouncyhead said:Instead my sense is that of an overlay of new options that work with the established core but offer play experiences more in line with the preferences of some non-switchers.
Kamikaze Midget said:As a current 4e DM and player, the Essentials line for 4e is giving me a little of that rush I felt with the lead up to 3e.
"Why yes, this is one of my problems, and I see here that you have a nice solution all lined up for me! Hooray!"
4.whatever, I don't care what you call it, it is entirely Good News. And I looooooooooooooooooooooourve the idea of making a more domain-centric cleric. It helps guide archetypal choices very well.
I also did a little double-take at the XP chart...
This sounds like it's fixing nearly all of my problems about the current core classes. About the only big change that I could otherwise hope for is a non-grid-based combat system, but I'm not holding my breath for that one.
In addition, I went to amazon to check out HS1 and HS2, the first two of the new series of adventures by the Wizards. The second isn't out yet, but HS1 has [ame="http://www.amazon.com/Slaying-Stone-Adventure-HS1-4th/dp/0786953888/ref=pd_cp_b_1"]a couple of mediocre ratings[/ame] that shed some light on the style of adventure that is being created these days -- though not talking about DDI Dungeon adventures.
Are these new adventures going to be as sandboxy as they are being described?
Here's some of the comments:
review of HS1 said:Up till now their modules were very linear, and the DM had to lead the players from one area to the next. This one presents an area that is more of a sandbox. Several areas are outlined and a few encounters are explained for each one. This gives the players far more freedom to explore and complete the adventure in their own way.
There is a downside to this freedom. The book is much smaller then the previous modules, which means a good deal of the areas and encounters are missing. This may not be an ideal module for a first time DM since it will require a bit more effort to make it work. For an more experienced DM it could be a good choice since it allows you to fill in a lot more of the details to get the module to match with your campaign's story.
another review said:The author of The Slaying Stone, Logan Bonner, has allowed plenty of room for improvisation by experienced players/DM's. For Novice DM's however, it may not be the easiest module to run, as it seems like it will require a lot of "thinking on your feet" and spontaneity.
So, is it really true??

I am really glad that WoTC is taking all the comments and opinions to heart, trying to work the ideas back into the game without alienating all the current 4e players that really enjoy the system as it stands now. Really, its a wonderful testament to the modularity of exception based design.
Throw in Hammerfast and the upcoming [ame="http://www.amazon.com/Vor-Rukoth-Ancient-Ruins-Adventure/dp/078695549X/ref=sr_1_2?ie=UTF8&s=books&qid=1279378345&sr=8-2"]Vor Rukoth[/ame] and it looks like WoTC is trying to bring back some of the early edition feeling and maybe even the site-based adventure locations.
The linear adventures let us get our feet wet and our minds focused on learning the mechanics. Now that most of the mechanics for veteran 4e players and DMs are fading into the background, the opportunity for richer stories and more open sandbox style adventuring may be opening up.
I am starting to feel that this is a good time for 3PP companies to start making some products like the HS series of adventures or the locations like Hammerfast and Vol Rukoth.
Your thoughts?