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<blockquote data-quote="Olgar Shiverstone" data-source="post: 5109014" data-attributes="member: 5868"><p>Some general comments (sorry, too busy to break out a module to give specific commentary right now):</p><p></p><p>- Lose the current two-book format. It is very frustrating to have half of the encounter information in one book, and the other half of the encounter information in the second book, requiring flipping back and forth to run the adventure.</p><p></p><p>- I want meaningful choices for PCs in the way an adventrue progresses. Too many of WotC's adventures are linear -- room/encounter A, followed by B, followed by C. Even if the individual encounters can be solved with different methods, the PCs still face them in the same order. Btter adventures, in my opinion, provide multiple paths to the end goal. That can just be different routes through the dungeon, that cross over and intersect from time to time, but it is enough that the party choosing to go left has a different experience than a party choosing to to right.</p><p></p><p>- Skill challenges aren't working as written. I've yet to see one in a published adventure for 4E that wasn't really more than "play a guessing game with skill checks until you get the right one."</p><p></p><p>- More Sandbox. Sometimes it's nice to have encounters or encounter areas (and they don't have to be combat ones) that are not, or only tangentially related to the main adventure. That provides the DM much more opportunity to freelance, come up with different motivations, and tie in to a specific campaign. Think of the various wilderness encounters in the original <em>Keep on the Borderlands</em>. They weren't essentially, and had a few hints thrown their way, but offered the DM a lot of creative flexibility. Sometimes, the adventurers just need to be handed a blank map labeled "Here Be There Monsters."</p><p></p><p>Of recent adventures, only Trollhaunt Warrens stands out to me as something I wanted to run (still a choo-choo, though). The 3E/3.5E era were better on average -- excellent designs such as Red Hand of Doom, Forge of Fury ... but Paizo (particularly when they were running Dungeon) beats the pants off of you.</p></blockquote><p></p>
[QUOTE="Olgar Shiverstone, post: 5109014, member: 5868"] Some general comments (sorry, too busy to break out a module to give specific commentary right now): - Lose the current two-book format. It is very frustrating to have half of the encounter information in one book, and the other half of the encounter information in the second book, requiring flipping back and forth to run the adventure. - I want meaningful choices for PCs in the way an adventrue progresses. Too many of WotC's adventures are linear -- room/encounter A, followed by B, followed by C. Even if the individual encounters can be solved with different methods, the PCs still face them in the same order. Btter adventures, in my opinion, provide multiple paths to the end goal. That can just be different routes through the dungeon, that cross over and intersect from time to time, but it is enough that the party choosing to go left has a different experience than a party choosing to to right. - Skill challenges aren't working as written. I've yet to see one in a published adventure for 4E that wasn't really more than "play a guessing game with skill checks until you get the right one." - More Sandbox. Sometimes it's nice to have encounters or encounter areas (and they don't have to be combat ones) that are not, or only tangentially related to the main adventure. That provides the DM much more opportunity to freelance, come up with different motivations, and tie in to a specific campaign. Think of the various wilderness encounters in the original [i]Keep on the Borderlands[/i]. They weren't essentially, and had a few hints thrown their way, but offered the DM a lot of creative flexibility. Sometimes, the adventurers just need to be handed a blank map labeled "Here Be There Monsters." Of recent adventures, only Trollhaunt Warrens stands out to me as something I wanted to run (still a choo-choo, though). The 3E/3.5E era were better on average -- excellent designs such as Red Hand of Doom, Forge of Fury ... but Paizo (particularly when they were running Dungeon) beats the pants off of you. [/QUOTE]
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