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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 5157025"><p>I think it is nice you are reaching out for feedback. </p><p></p><p>I haven't made the transition to 4E, and one of the reasons is the 4E modules. When 4E was first coming out, I bought the core books (well the DMG and the PHB) and I played a few sessions. Then I put the books away thinking I might run a game down the road. Once I saw the the first modules, I decided not to make the transition to 4E, but instead to go with Pathfinder (since I only have limited time and a limited budget and both games appeared to be a significant investment). I guess I just wanted more classic-styled adventures. When I looked at the 4E modules they looked like a bunch of encounters and, to be honest, the material looked more suited for a table top board game than a role playing game to me. There also didn't appear to be much material in the books (lots of white space and diagrams, but not a whole lot of text). Encounters are always good to have, but as I GM I usually scour modules for NPCs, adventure ideas, etc. Most of my adventures don't focus on combat so much, so the modules don't really do it for me.</p><p></p><p>Thinking back, I believe I first noticed an issue with WOC modules when they redid the original Ravenloft Module. Again, that really seemed more built around encounters and a battle grid, than the classic gothic adventure I remembered. Really I think if I had to sum up my issue: bring back a focus on story, setting and characters.</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 5157025"] I think it is nice you are reaching out for feedback. I haven't made the transition to 4E, and one of the reasons is the 4E modules. When 4E was first coming out, I bought the core books (well the DMG and the PHB) and I played a few sessions. Then I put the books away thinking I might run a game down the road. Once I saw the the first modules, I decided not to make the transition to 4E, but instead to go with Pathfinder (since I only have limited time and a limited budget and both games appeared to be a significant investment). I guess I just wanted more classic-styled adventures. When I looked at the 4E modules they looked like a bunch of encounters and, to be honest, the material looked more suited for a table top board game than a role playing game to me. There also didn't appear to be much material in the books (lots of white space and diagrams, but not a whole lot of text). Encounters are always good to have, but as I GM I usually scour modules for NPCs, adventure ideas, etc. Most of my adventures don't focus on combat so much, so the modules don't really do it for me. Thinking back, I believe I first noticed an issue with WOC modules when they redid the original Ravenloft Module. Again, that really seemed more built around encounters and a battle grid, than the classic gothic adventure I remembered. Really I think if I had to sum up my issue: bring back a focus on story, setting and characters. [/QUOTE]
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