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[Forked from the Escapist Magazine Interview Thread] What implications does E...
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<blockquote data-quote="AbdulAlhazred" data-source="post: 6316197" data-attributes="member: 82106"><p>Woah there! While I think WotC had a HARD time (and arguably never entirely did) figure out what made a good 4e adventure there are STILL a rather substantial number of them. I can think of quite a few DDI adventures that were perfectly good and probably not substantially worse or better on the whole than 3.x adventures were. </p><p></p><p>I can actually name a pretty fair number of modules that are quite well-regarded as well. The initial dozen or so adventures, the HPE series (9 modules) and the 3 setting-specific modules, for Eberron, DS, and FR were all FAIRLY lackluster overall, but even many of them had decent parts. Modules published subsequently to that were almost uniformly of much higher quality. So maybe half the modules were meh, or even blah, the other half were anywhere from not bad to this kicks ass. </p><p></p><p>Then there were the RPGA adventures, many of which were not bad, though I think some of them suffer from the format of playing RPGA itself. Still if you go grab them and run a couple you'll find they are often pretty decent adventures. The Encounters adventures are pretty basic and vanilla and railroady due to the format, but they had some good parts too, as did some of the other organized play stuff.</p><p></p><p>Third party stuff includes some pretty good stuff, including such gems as Court of the Shadow Fey, which is a truly excellent adventure (and most of the other Wolfgang Bauer stuff is very good too, though they only did a limited number of 4e titles). Need I even mention 4th Core?</p><p></p><p>I think 4e does suffer from a conceptual mismatch. People wrote a lot of pretty solid classic-style D&D adventures for it, and 4e really does over-the-top heroic action-adventure stories better than crawls, investigations, explorations, and such things (though its pretty solid at incorporating a dollup of each of these other styles within its action adventure framework). So, I suspect very few adventures REALLY cater directly to the greatest strengths of the system, but they are still mostly pretty good adventures. </p><p></p><p>I think the H series really were unfortunate. They were pretty dull and established a "4e has bad adventures" trope that never did wear off.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6316197, member: 82106"] Woah there! While I think WotC had a HARD time (and arguably never entirely did) figure out what made a good 4e adventure there are STILL a rather substantial number of them. I can think of quite a few DDI adventures that were perfectly good and probably not substantially worse or better on the whole than 3.x adventures were. I can actually name a pretty fair number of modules that are quite well-regarded as well. The initial dozen or so adventures, the HPE series (9 modules) and the 3 setting-specific modules, for Eberron, DS, and FR were all FAIRLY lackluster overall, but even many of them had decent parts. Modules published subsequently to that were almost uniformly of much higher quality. So maybe half the modules were meh, or even blah, the other half were anywhere from not bad to this kicks ass. Then there were the RPGA adventures, many of which were not bad, though I think some of them suffer from the format of playing RPGA itself. Still if you go grab them and run a couple you'll find they are often pretty decent adventures. The Encounters adventures are pretty basic and vanilla and railroady due to the format, but they had some good parts too, as did some of the other organized play stuff. Third party stuff includes some pretty good stuff, including such gems as Court of the Shadow Fey, which is a truly excellent adventure (and most of the other Wolfgang Bauer stuff is very good too, though they only did a limited number of 4e titles). Need I even mention 4th Core? I think 4e does suffer from a conceptual mismatch. People wrote a lot of pretty solid classic-style D&D adventures for it, and 4e really does over-the-top heroic action-adventure stories better than crawls, investigations, explorations, and such things (though its pretty solid at incorporating a dollup of each of these other styles within its action adventure framework). So, I suspect very few adventures REALLY cater directly to the greatest strengths of the system, but they are still mostly pretty good adventures. I think the H series really were unfortunate. They were pretty dull and established a "4e has bad adventures" trope that never did wear off. [/QUOTE]
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