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<blockquote data-quote="Kzach" data-source="post: 5108185" data-attributes="member: 56189"><p>I haven't read through this thread yet so I'm probably going to be echoing a lot of other people's comments.</p><p></p><p>Firstly, I think the module <em>design</em> is fairly decent, not great, but passable. The problem isn't necessarily the design, it's the blandness.</p><p></p><p>The modules put out and the Adventure Paths feel entirely disconnected. There is no feeling of continuity or story. I've played through Keep on the Shadowfell four times with four different groups, and each time despite a DM trying to 'own' it, the module felt... staged.</p><p></p><p>I've played through the first 6-8 levels of Scales of War in two different groups and again, nothing felt connected. It felt like a series of planned encounters that had little to nothing to do with each other. The encounters themselves weren't necessarily bad (more on that later), but I felt absolutely no connection to any plot whatsoever.</p><p></p><p>I've played through the first four levels of Chaos Scar in one group and again, it was just a series of disconnected combat scenarios that had virtually nothing linking them aside from some esoteric concept of some mystical meteor. It was a McGuffin that quite frankly didn't interest anyone in the group.</p><p></p><p>I'm not sure what goes on in the process of adventure path or module design, but I get the feeling that there are far too many cooks in the kitchen. It feels like every scenario has been designed by someone different, and so there's no real common thread to connect them all.</p><p></p><p>The thread needs to be powerful. It needs to motivate the <em>players</em> as much as the PC's. Taking a cue from War of the Burning Sky, part of what got me interested in it as a DM was that it had such an awesome hook and a very powerful thread running through it that I felt would capture the player's imaginations and have them be engaged by it.</p><p></p><p>WotBS has it's faults, I wouldn't call it a perfect example of a campaign or even of module design, however I can forgive a lot of it's shortcomings simply because it has such an awesome story behind it. I as a DM feel excited about running it every session because every session moves the plot forward in interesting and engaging ways. I've never felt that way about any of the 4e WotC modules or adventure paths.</p><p></p><p>The primary purpose behind a campaign should be to engage the players in the story of it. You have to engender a feeling of being part of something grand and magnificent and to make the characters a part of that rather than being on the sidelines. In this, I feel WotBS has succeeded where the WotC equivalents have failed.</p></blockquote><p></p>
[QUOTE="Kzach, post: 5108185, member: 56189"] I haven't read through this thread yet so I'm probably going to be echoing a lot of other people's comments. Firstly, I think the module [I]design[/I] is fairly decent, not great, but passable. The problem isn't necessarily the design, it's the blandness. The modules put out and the Adventure Paths feel entirely disconnected. There is no feeling of continuity or story. I've played through Keep on the Shadowfell four times with four different groups, and each time despite a DM trying to 'own' it, the module felt... staged. I've played through the first 6-8 levels of Scales of War in two different groups and again, nothing felt connected. It felt like a series of planned encounters that had little to nothing to do with each other. The encounters themselves weren't necessarily bad (more on that later), but I felt absolutely no connection to any plot whatsoever. I've played through the first four levels of Chaos Scar in one group and again, it was just a series of disconnected combat scenarios that had virtually nothing linking them aside from some esoteric concept of some mystical meteor. It was a McGuffin that quite frankly didn't interest anyone in the group. I'm not sure what goes on in the process of adventure path or module design, but I get the feeling that there are far too many cooks in the kitchen. It feels like every scenario has been designed by someone different, and so there's no real common thread to connect them all. The thread needs to be powerful. It needs to motivate the [I]players[/I] as much as the PC's. Taking a cue from War of the Burning Sky, part of what got me interested in it as a DM was that it had such an awesome hook and a very powerful thread running through it that I felt would capture the player's imaginations and have them be engaged by it. WotBS has it's faults, I wouldn't call it a perfect example of a campaign or even of module design, however I can forgive a lot of it's shortcomings simply because it has such an awesome story behind it. I as a DM feel excited about running it every session because every session moves the plot forward in interesting and engaging ways. I've never felt that way about any of the 4e WotC modules or adventure paths. The primary purpose behind a campaign should be to engage the players in the story of it. You have to engender a feeling of being part of something grand and magnificent and to make the characters a part of that rather than being on the sidelines. In this, I feel WotBS has succeeded where the WotC equivalents have failed. [/QUOTE]
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