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<blockquote data-quote="Stormrazor2000" data-source="post: 5108703" data-attributes="member: 86453"><p>I have run a few WotC modules, many pre 3.0, some 3.5 and 4.0. Although with 4.0 I only bothered with the first module, KotSF, to get a feel for the system. My first impression on reading the module was that the entire purpose of the module was to introduce DM and players to the 4.0 rules. Like others have mentioned here. Linear, slugfest of combat after combat.</p><p></p><p> For learning purposes it was ok, but could have been much much shorter. My gaming group honestly got to the point of "Ok we understand the system can we play a less boring module now?"</p><p></p><p>I think the main point is that it seems you haven't figured out who your audience is. So your modules try to do too much and end up not doing anything really well. I think another poster suggested having different "lines" of modules. Story driven modules, dungeon crawls, weird stuff (where constraints are thrown out the window for the group looking for something really different - Like the good old Barrier Peaks module.), Epic adventure arcs, and so on. I really like this approach because as a consumer I can easily pick out the types of modules my group and I enjoy (story driven). </p><p></p><p>While I think DDI is an interesting way to provide more fluff to adventures, please for the love of Pete don't require it. Everything should be in the module. What would be really cool to provide via DDI is adaptations of every module to official campaign settings (FR, Ebberon especially). That would be huge value for the buck right there. </p><p></p><p>So to sum up. Define the audience you are writing for, and market to that audience. Don't try to please everyone in every module.</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="Stormrazor2000, post: 5108703, member: 86453"] I have run a few WotC modules, many pre 3.0, some 3.5 and 4.0. Although with 4.0 I only bothered with the first module, KotSF, to get a feel for the system. My first impression on reading the module was that the entire purpose of the module was to introduce DM and players to the 4.0 rules. Like others have mentioned here. Linear, slugfest of combat after combat. For learning purposes it was ok, but could have been much much shorter. My gaming group honestly got to the point of "Ok we understand the system can we play a less boring module now?" I think the main point is that it seems you haven't figured out who your audience is. So your modules try to do too much and end up not doing anything really well. I think another poster suggested having different "lines" of modules. Story driven modules, dungeon crawls, weird stuff (where constraints are thrown out the window for the group looking for something really different - Like the good old Barrier Peaks module.), Epic adventure arcs, and so on. I really like this approach because as a consumer I can easily pick out the types of modules my group and I enjoy (story driven). While I think DDI is an interesting way to provide more fluff to adventures, please for the love of Pete don't require it. Everything should be in the module. What would be really cool to provide via DDI is adaptations of every module to official campaign settings (FR, Ebberon especially). That would be huge value for the buck right there. So to sum up. Define the audience you are writing for, and market to that audience. Don't try to please everyone in every module. Cheers! [/QUOTE]
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