I love 4E - but I hate the 4E modules. What can be done?


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If you are willing to go with older edition ones and convert you will have a plethora of options that meet your needs.

AEG's Adventure 1 for instance is a 290 page collection of 24 short 3.5 adventures for various levels. It is also only $12 for the pdf. Each mini module was originally designed to handle one night's adventure and be independent of the others. The one I've read is good and fits your desired module model.

I would like to give a thumbs up to both these ideas. I am running WotBS 4e over maptools and so far, mostly it's been RP and some mini encounters, and a string of interconnected events, neither of which were railroady.

Also, the AEG Adventure 1 and Adventure 2 are good. There were a couple of dodgy adventures, but you can pick your poison.

Also, there's another 3.x series called Foul Locales by Mystic Eye games. These were also set pieces that you can build a campaign or episodic adventures around. There were three; Urban Blight, Behind the Gates and Beyond the Walls. Each had 10-15 encounters or set pieces, with adventure hooks and tips on how to fit it into your setting.
 

I have had no prob with the modules, though haven't played them all. Did Thunderspire and players loved the Seven-Pillared Hall. As far as RP goes I always believe that is up to the group. Most of that depends highly on what characters and players you have.

As I have stated before I use an old Dragon Mag article where you roll the 'parts' of an adventure, such as complications, donations, etc. When tailored with character motivations and backgrounds it works really well.

Oh...and

@TerraDave - That is SOOOO NOT the greatest thing I have seen. :.-(

C
 

Ditto.

The Seven Pillared Hall has become a home away from home for the characters. They've made alliances with the dwarves, have business dealings with the drow merchant, use the kobold spy, and stay at the halfling's inn as well as report to the mages even as they map and perform their quests.

I'm seroiusly not seeing the 'tone' issue.

"Here's a few pages of role playing potential. Here's all of the potential encounters."

I mean, do people need stats for the dwarves of the Deepgem Mines or the Halflings? Would having more details on what those NPCs do change the tone?

For me, those are parts I as the GM get to tinker and customize for my own setting.

I have had no prob with the modules, though haven't played them all. Did Thunderspire and players loved the Seven-Pillared Hall. As far as RP goes I always believe that is up to the group. Most of that depends highly on what characters and players you have.

As I have stated before I use an old Dragon Mag article where you roll the 'parts' of an adventure, such as complications, donations, etc. When tailored with character motivations and backgrounds it works really well.

Oh...and

@TerraDave - That is SOOOO NOT the greatest thing I have seen. :.-(

C
 

On a related note, I started a thread a couple of days ago on 4e Dungeon and asked for opinions on any standout modules or adventures that people thought would become "classics" of the edition to which I got only five responses before the thread died.

From this, am I to gather that:

a) It was a boring topic not worthy of discussion

b) There were no standouts in terms of 4e dungeon modules or

c) I smell

[or d) all of the above]

Best Regards
Herremann the Wise
 


As I have stated before I use an old Dragon Mag article where you roll the 'parts' of an adventure, such as complications, donations, etc. When tailored with character motivations and backgrounds it works really well.

What Dragon article is this???



On a related note, I started a thread a couple of days ago on 4e Dungeon and asked for opinions on any standout modules or adventures that people thought would become "classics" of the edition to which I got only five responses before the thread died.

From this, am I to gather that:

a) It was a boring topic not worthy of discussion

b) There were no standouts in terms of 4e dungeon modules or

c) I smell

[or d) all of the above]

Best Regards
Herremann the Wise

Some threads just die and we dont know why...

I'm running thunderspire right now and this adventure, I believe, has the potential to be a classic. The seven pillared hall has a lot of potential and, while the plot needs fixing up, I like this one better than P1.

I'd like if WotC revised this adventure, put more minions in it and fixed up the plot holes.
Paldemar
needs to be brought in sooner.
 

On a related note, I started a thread a couple of days ago on 4e Dungeon and asked for opinions on any standout modules or adventures that people thought would become "classics" of the edition to which I got only five responses before the thread died.

From this, am I to gather that:

a) It was a boring topic not worthy of discussion

b) There were no standouts in terms of 4e dungeon modules or

c) I smell

[or d) all of the above]

Best Regards
Herremann the Wise

Its a topic that comes up quite often, which is why I skipped it, iirc.

For what it is worth, I think there are several very good adventures. Now, taste is everything of course, and while some swear by the old modules and some swear by Paizo, I personally think that the best of 4e is just as good. Its just good in another way. Where the older modules' (and arguably the Paizo stuff as well) strength were in possibilities and RP situations, the 4e modules have some awesome combat situations. Meaning that while you might need to tweak and work to make combats cool and interesting before, now you need to flesh out the RP/sandbox parts of it. Some will not like that.

Anyway, to make a long story short, here is my list of really good adventures for 4e and my thoughts about each adventure.

Indomitable Fire Forest of Innenotdar
Demon Queen's Enclave
Kingdom of Ghouls
The Forgotten Portal
Wrath of the River King

And while Wrath of the River King isn't the one with the highest rating (due to some crunch issues), it's a personal favourite (and no, I did not contribute to that one) and really has all that old-school sandbox feel that a lot seem to like.
 

Ditto.

The Seven Pillared Hall has become a home away from home for the characters. They've made alliances with the dwarves, have business dealings with the drow merchant, use the kobold spy, and stay at the halfling's inn as well as report to the mages even as they map and perform their quests.

I'm seroiusly not seeing the 'tone' issue.

"Here's a few pages of role playing potential. Here's all of the potential encounters."

I mean, do people need stats for the dwarves of the Deepgem Mines or the Halflings? Would having more details on what those NPCs do change the tone?

For me, those are parts I as the GM get to tinker and customize for my own setting.


WARNING: REVENGE OF THE GIANT SPOILERS






Except for playing some of KOTS and reading Revenge of the Giants, I don't have any other direct experience with WOTC 4E modules.

ROTG:
The early gauntlet of combat encounters that ends with the plot device theft of the mcguffin is rather terrible adventure design. Plot device events need to happen off screen. What is the point of having the PC's jump through these hoops to get to a location in time when the end result would have been no different if they took a lunch break and strolled over to the vault afterwards. This is the textbook example of pointless encounters. If the end results of the encounters don't matter then why play them out?
 


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