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<blockquote data-quote="Marx420" data-source="post: 5108747" data-attributes="member: 88456"><p>While I do not play 4e I might be willing to invest in quality APs if you actually do manage to incorporate even a modicum of these constructive criticisms, as I'm always in the market for imagination fuel. Suggestions:</p><p></p><p>1) Rampant rumors and red herrings, not enough of these in the 4e modules I've played and I believe they constitute a believe they need more emphasis as sometimes they are the only role playing dedicated dungeon-bashers partake of in their resupply runs (potential comedic value too).</p><p></p><p>2) Extraneous details, the module need not detail only the delve itself and attached township of loot laundering, but areas and groups that mayhap play a role or influence the adventure without overtly entering into it's play sphere sketched out (even very cursorily) to be integrated at the DM's discretion.</p><p></p><p>3) Finally, The RANDOM, the idea that by entering these world's of fantastic adventure one should be prepared to encounter and overcome anything and everything whether plausible or not. The capricious whims of fate forge many strange things and I believe the crazy and capriciously dangerous needs to make a reappearance pronto to restore the reverence PC's once had for dungeons now relegated to the role of "loot-holes". Throw aside balance issues and put the imaginative concepts first (yes even stuff like the green demon face from the Tomb of Horrors) and slap down metagaming preconceptions and overriding dungeon "themes" with the fury of a thousand demon lords.</p><p></p><p>Generally, get in touch with your roots, kick it with an old school campy aesthetic and don't place game balance concerns on such a high pedestal they strip all variability and wonder from the infinite canvas of dungeon design.</p><p>Oh, and puzzles, I loves me some puzzles that rack the brain's of my otherwise unflappable PCs.</p></blockquote><p></p>
[QUOTE="Marx420, post: 5108747, member: 88456"] While I do not play 4e I might be willing to invest in quality APs if you actually do manage to incorporate even a modicum of these constructive criticisms, as I'm always in the market for imagination fuel. Suggestions: 1) Rampant rumors and red herrings, not enough of these in the 4e modules I've played and I believe they constitute a believe they need more emphasis as sometimes they are the only role playing dedicated dungeon-bashers partake of in their resupply runs (potential comedic value too). 2) Extraneous details, the module need not detail only the delve itself and attached township of loot laundering, but areas and groups that mayhap play a role or influence the adventure without overtly entering into it's play sphere sketched out (even very cursorily) to be integrated at the DM's discretion. 3) Finally, The RANDOM, the idea that by entering these world's of fantastic adventure one should be prepared to encounter and overcome anything and everything whether plausible or not. The capricious whims of fate forge many strange things and I believe the crazy and capriciously dangerous needs to make a reappearance pronto to restore the reverence PC's once had for dungeons now relegated to the role of "loot-holes". Throw aside balance issues and put the imaginative concepts first (yes even stuff like the green demon face from the Tomb of Horrors) and slap down metagaming preconceptions and overriding dungeon "themes" with the fury of a thousand demon lords. Generally, get in touch with your roots, kick it with an old school campy aesthetic and don't place game balance concerns on such a high pedestal they strip all variability and wonder from the infinite canvas of dungeon design. Oh, and puzzles, I loves me some puzzles that rack the brain's of my otherwise unflappable PCs. [/QUOTE]
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