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<blockquote data-quote="Freakohollik" data-source="post: 5218154" data-attributes="member: 43938"><p>I realize I'm late to the thread, and I don't know if this has been said already, but the adventures need to be more unique and memorable.</p><p></p><p>A few years back, Dungeon printed a list of what it considered to be the 30 greatest adventures of all time. I'll mention a few and why they were great.</p><p></p><p>Expedition to the Barrier Peaks - It's a wrecked spaceship. All kinds of crazy futuristic items and monsters.</p><p></p><p>Tomb of Horrors - Clever traps. Entirely about the players figuring out how to cautiously advance rather than grinding through combats.</p><p></p><p>City of Skulls - A rescue mission into a prison. The adventure does a great job setting up the situation so that you'll need to use stealth and roleplaying.</p><p></p><p>Assassins Knot - A murder mystery, but if the PCs ask too many questions, the villains will take notice and the PCs will be in a bad situation.</p><p></p><p>All those adventures have a hook. Something exciting. Something unique that made them memorable. From what I've seen of the 4e modules they all tend to be, "go to ruin/hole in the ground, kill hordes of something".</p></blockquote><p></p>
[QUOTE="Freakohollik, post: 5218154, member: 43938"] I realize I'm late to the thread, and I don't know if this has been said already, but the adventures need to be more unique and memorable. A few years back, Dungeon printed a list of what it considered to be the 30 greatest adventures of all time. I'll mention a few and why they were great. Expedition to the Barrier Peaks - It's a wrecked spaceship. All kinds of crazy futuristic items and monsters. Tomb of Horrors - Clever traps. Entirely about the players figuring out how to cautiously advance rather than grinding through combats. City of Skulls - A rescue mission into a prison. The adventure does a great job setting up the situation so that you'll need to use stealth and roleplaying. Assassins Knot - A murder mystery, but if the PCs ask too many questions, the villains will take notice and the PCs will be in a bad situation. All those adventures have a hook. Something exciting. Something unique that made them memorable. From what I've seen of the 4e modules they all tend to be, "go to ruin/hole in the ground, kill hordes of something". [/QUOTE]
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