Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*TTRPGs General
Help me make WotC adventures better.
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Dausuul" data-source="post: 5108452" data-attributes="member: 58197"><p>Wow. Okay. Way to put me on the spot, Rodney. Now I have to put my money where my mouth is and propose actual solutions instead of just snarking at WotC. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Let me see here.</p><p></p><p>First of all, I don't think all WotC adventures are bad by any means. There have been some really stellar ones, in fact. "Red Hand of Doom" comes to mind as one of the all-time greats. On a much smaller scale, there was that tiny little solo adventure in Dungeon a few months back - "Dark Awakening," it was called. Barely long enough to merit the name, but it packed a really engaging adventure into that space.</p><p></p><p>But there's also stuff like "Keep on the Shadowfell," which... yeah, kind of sucked.</p><p></p><p>So, what's the difference?</p><p></p><p>Mostly, I think it's a question of pacing. You have to keep the energy level high, keep the players engaged, keep the plot moving. This means:</p><p></p><p><strong>Don't string fight scenes together without a break.</strong> This is especially important in 4E where there is no such thing as a brief combat. When <em>every single fight </em>takes 45-60 minutes, you really have to put some breathing space between battles. Put in some exploration, some traps, a social encounter or two, a mysterious location with clues to discover.</p><p></p><p>"Dark Awakening" was one of the shortest adventures I've ever played, yet it had a lot of exploration scenes and even a social encounter (in a solitaire adventure!) interspersed with the battles. I really got into carefully, stealthily scouting out the dungeon. "Keep on the Shadowfell," on the other hand, felt like a horrendous slog because it was just... fight this, then fight that, then fight the other thing.</p><p></p><p><strong>Keep the focus.</strong> Keep reminding the PCs why they're doing what they're doing. They should be constantly reaching little milestones that advance the overall plot.</p><p></p><p>"Red Hand of Doom" was brilliant at this. Every few encounters had us defeating one of the evil overlord's lieutenants or winning allies for the big showdown to come. Despite the massive length of the adventure, we always felt we were pressing on toward an objective. In "Keep on the Shadowfell," there were long stretches where we felt like we were just whacking goblins to whack goblins. Our only reward for successfully whacking one group of goblins was to get another group of goblins to whack. 4E combat is engaging, but it's not <em>that</em> engaging.</p><p></p><p><strong>Change the scene.</strong> As a poster upthread mentioned, after a certain number of encounters any dungeon has overstayed its welcome. Wrap it up and move on. Players like to explore new things. To some degree this ties in with the previous point about reaching milestones; one of the ways you can create that feeling of focused advancement is to have the PCs reach <em>literal</em> milestones as they cross the game world.</p><p></p><p>"Red Hand of Doom" took us all over the place, with adventures in swamps, ruins, mountains, you name it. Most of "Keep on the Shadowfell" took place in, well, the Keep on the Shadowfell. It got old.</p><p></p><p>More on this as I think of it.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 5108452, member: 58197"] Wow. Okay. Way to put me on the spot, Rodney. Now I have to put my money where my mouth is and propose actual solutions instead of just snarking at WotC. :) Let me see here. First of all, I don't think all WotC adventures are bad by any means. There have been some really stellar ones, in fact. "Red Hand of Doom" comes to mind as one of the all-time greats. On a much smaller scale, there was that tiny little solo adventure in Dungeon a few months back - "Dark Awakening," it was called. Barely long enough to merit the name, but it packed a really engaging adventure into that space. But there's also stuff like "Keep on the Shadowfell," which... yeah, kind of sucked. So, what's the difference? Mostly, I think it's a question of pacing. You have to keep the energy level high, keep the players engaged, keep the plot moving. This means: [B]Don't string fight scenes together without a break.[/B] This is especially important in 4E where there is no such thing as a brief combat. When [I]every single fight [/I]takes 45-60 minutes, you really have to put some breathing space between battles. Put in some exploration, some traps, a social encounter or two, a mysterious location with clues to discover. "Dark Awakening" was one of the shortest adventures I've ever played, yet it had a lot of exploration scenes and even a social encounter (in a solitaire adventure!) interspersed with the battles. I really got into carefully, stealthily scouting out the dungeon. "Keep on the Shadowfell," on the other hand, felt like a horrendous slog because it was just... fight this, then fight that, then fight the other thing. [B]Keep the focus.[/B] Keep reminding the PCs why they're doing what they're doing. They should be constantly reaching little milestones that advance the overall plot. "Red Hand of Doom" was brilliant at this. Every few encounters had us defeating one of the evil overlord's lieutenants or winning allies for the big showdown to come. Despite the massive length of the adventure, we always felt we were pressing on toward an objective. In "Keep on the Shadowfell," there were long stretches where we felt like we were just whacking goblins to whack goblins. Our only reward for successfully whacking one group of goblins was to get another group of goblins to whack. 4E combat is engaging, but it's not [I]that[/I] engaging. [B]Change the scene.[/B] As a poster upthread mentioned, after a certain number of encounters any dungeon has overstayed its welcome. Wrap it up and move on. Players like to explore new things. To some degree this ties in with the previous point about reaching milestones; one of the ways you can create that feeling of focused advancement is to have the PCs reach [I]literal[/I] milestones as they cross the game world. "Red Hand of Doom" took us all over the place, with adventures in swamps, ruins, mountains, you name it. Most of "Keep on the Shadowfell" took place in, well, the Keep on the Shadowfell. It got old. More on this as I think of it. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Help me make WotC adventures better.
Top