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<blockquote data-quote="crash_beedo" data-source="post: 5111387" data-attributes="member: 18781"><p>Rodney, you're still reading this thread? Well, hopefully you've made it this far!</p><p></p><p>We've been playing 4E since the beginning, we've gone from H1-through-P2 so far so I have a fair amount of experience running your H/P/E series of modules, and will reference them the most.</p><p></p><p><strong>Shorter Delves</strong></p><p>The adventures that we've liked the most (to run and play) have had shorter combat sequences - 3, maybe 4 fights, then a natural break. H2 - Thunderspire Labyrinth, and P2 - Demon Queen's Enclave, do this very well by presenting a series of small locations to explore. H3 and P1 really slowed down at time.</p><p></p><p>3-level adventures don't need 25-30 combat encounters... put in more quests and story opportunities. In 4E, every combat encounter needs to add something interesting to the story - too often in H3 and P1, there seemed to be filler.</p><p></p><p><strong>Re-Usable Locations</strong></p><p>The Thunderspire Labyrinth, Seven-Pillared Hall, Village of Winterhaven, Town of Moonstair, City of Phaervorul - I've liked these elements in the modules because the locations provide re-use when the main story is over. The Seven-Pillared Hall has acted as lair, hideout, and general-use market since early Heroic. Love it!</p><p></p><p>Revenge of the Giants has that 'City of Argent' - definitely looking forward to using it in the next campaign.</p><p></p><p><strong>Optimization Options</strong></p><p>Many times, the published encounters just aren't that challenging to an optimized group. Write tougher encounters, with more lethality for the XP budget, or provide some ideas to the DM on how to bump the difficulty (um, within the budget... anyone can scale the monsters, duh). Optimized groups can smoke the mods as written. (<strong>Sly Flourish</strong> has great optimization articles on creating monster synergy).</p><p></p><p><strong>Better Dungeon-Tile Usage</strong></p><p>Another vote here for making more use of the tiles in the published adventures.</p><p></p><p><strong>Experimentation!</strong></p><p>Try some alternate presentations. The free-form approach of P2, with all the faction roleplaying and opportunity for self-directed exploration, is pure joy. I'd like to see you guys try a small wilderness sandbox setting like Keep on the Borderlands. I'm looking forward to some of the 2010 adventures that sound like keyed settings (Vor Rukoth, and the Slaying Stones one) instead of linear sequences of encounters.</p><p></p><p>Exploration is fun... let us hop off the tracks!</p><p></p><p><strong>Last-Minute Bad-Guys</strong></p><p>This one doesn't bother me as much, because we use vignettes, cut scenes, foreshadowing, etc to introduce the villain early (regardless of how the module was written), and create a sense of build-up as the module progress - but it's a fair criticism; villains are more meaningful where there's a relationship established with the villain.</p><p></p><p><strong>More Classic Revisions</strong></p><p>Love to see all the 4E renditions of classic locales and adventures, keep them coming (as long as you can keep the quality high). Let's see the Temple of Elemental Evil boxed set!</p></blockquote><p></p>
[QUOTE="crash_beedo, post: 5111387, member: 18781"] Rodney, you're still reading this thread? Well, hopefully you've made it this far! We've been playing 4E since the beginning, we've gone from H1-through-P2 so far so I have a fair amount of experience running your H/P/E series of modules, and will reference them the most. [B]Shorter Delves[/B] The adventures that we've liked the most (to run and play) have had shorter combat sequences - 3, maybe 4 fights, then a natural break. H2 - Thunderspire Labyrinth, and P2 - Demon Queen's Enclave, do this very well by presenting a series of small locations to explore. H3 and P1 really slowed down at time. 3-level adventures don't need 25-30 combat encounters... put in more quests and story opportunities. In 4E, every combat encounter needs to add something interesting to the story - too often in H3 and P1, there seemed to be filler. [B]Re-Usable Locations[/B] The Thunderspire Labyrinth, Seven-Pillared Hall, Village of Winterhaven, Town of Moonstair, City of Phaervorul - I've liked these elements in the modules because the locations provide re-use when the main story is over. The Seven-Pillared Hall has acted as lair, hideout, and general-use market since early Heroic. Love it! Revenge of the Giants has that 'City of Argent' - definitely looking forward to using it in the next campaign. [B]Optimization Options[/B] Many times, the published encounters just aren't that challenging to an optimized group. Write tougher encounters, with more lethality for the XP budget, or provide some ideas to the DM on how to bump the difficulty (um, within the budget... anyone can scale the monsters, duh). Optimized groups can smoke the mods as written. ([B]Sly Flourish[/B] has great optimization articles on creating monster synergy). [B]Better Dungeon-Tile Usage[/B] Another vote here for making more use of the tiles in the published adventures. [B]Experimentation![/B] Try some alternate presentations. The free-form approach of P2, with all the faction roleplaying and opportunity for self-directed exploration, is pure joy. I'd like to see you guys try a small wilderness sandbox setting like Keep on the Borderlands. I'm looking forward to some of the 2010 adventures that sound like keyed settings (Vor Rukoth, and the Slaying Stones one) instead of linear sequences of encounters. Exploration is fun... let us hop off the tracks! [B]Last-Minute Bad-Guys[/B] This one doesn't bother me as much, because we use vignettes, cut scenes, foreshadowing, etc to introduce the villain early (regardless of how the module was written), and create a sense of build-up as the module progress - but it's a fair criticism; villains are more meaningful where there's a relationship established with the villain. [B]More Classic Revisions[/B] Love to see all the 4E renditions of classic locales and adventures, keep them coming (as long as you can keep the quality high). Let's see the Temple of Elemental Evil boxed set! [/QUOTE]
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