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I love 4E - but I hate the 4E modules. What can be done?
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<blockquote data-quote="TirionAnthion" data-source="post: 4979295" data-attributes="member: 61048"><p>I have run several different 4e campaigns. The first campaign used the H series modules as written and I felt that they fell flat for the most part. By P1 the campaign had ended due to a lack of interest. </p><p> </p><p> </p><p>My second campaign started with H1 run mostly as written. I then went completely off on my own with homebrewed adventures before coming back to a conversion of Red hand of doom. We have moved on to Revenge of the Giants. I have just started that mod and I am running it mostly as written. </p><p> </p><p>This campaign has been heavier on the hack and slash due to several power gamers who are new to RPGs. They are Magic players and they are always looking for the best combos to maximize their damage.</p><p> </p><p>My third campaign started off with the shadowhaunt masoleoum adventure from the 2008 D&D Game Day. I then moved on to a modified version of the first delve from Dungeon Delve. I used these two adventures to seed plot hooks from H1, H2, H3, and even P2. I then moved on to H1 which we are finishing now. </p><p> </p><p>I heavily modified H1 for my third campaign. I used some ideas from Myrhdraak's excellent H1-H3 Orcus conversion. Specifically I used the idea of a cult of Orcus in Winterhaven. For the actual Keep I deleted several rooms and moved others around to streamline the Keep as the PCs were already 3rd level when they got to the Keep. </p><p> </p><p>This game is with a group of people that I gamed with way back in 2nd ed and is very heavy on the RP and light on the rules lawyering. This fits alot better with my style of DMing and I think this game has run the best. </p><p> </p><p>To tie this back into the topic, my heavily modified third version of KotS has been the best. I think that the 4e modules have some good ideas, they just need to be properly fleshed out and customized for your players. </p><p> </p><p>Also my converted Red Hand of Doom was also very successful. I ran this module in 3.5 as well so I had experience with running the mod. Experience with a mod is also part of what improves the experience as you have had a chance to see what parts of a mod work and what parts do not.</p><p> </p><p>Ultimately I think that the 4e modules on their own are a bit too slanted towards the fight and less on the Role Play, but I think that is not all bad as it leaves the RP to the individual DMs. This makes it easier for and experienced DM to tailor the mod but is not as useful to new DMs trying to find their voice.</p></blockquote><p></p>
[QUOTE="TirionAnthion, post: 4979295, member: 61048"] I have run several different 4e campaigns. The first campaign used the H series modules as written and I felt that they fell flat for the most part. By P1 the campaign had ended due to a lack of interest. My second campaign started with H1 run mostly as written. I then went completely off on my own with homebrewed adventures before coming back to a conversion of Red hand of doom. We have moved on to Revenge of the Giants. I have just started that mod and I am running it mostly as written. This campaign has been heavier on the hack and slash due to several power gamers who are new to RPGs. They are Magic players and they are always looking for the best combos to maximize their damage. My third campaign started off with the shadowhaunt masoleoum adventure from the 2008 D&D Game Day. I then moved on to a modified version of the first delve from Dungeon Delve. I used these two adventures to seed plot hooks from H1, H2, H3, and even P2. I then moved on to H1 which we are finishing now. I heavily modified H1 for my third campaign. I used some ideas from Myrhdraak's excellent H1-H3 Orcus conversion. Specifically I used the idea of a cult of Orcus in Winterhaven. For the actual Keep I deleted several rooms and moved others around to streamline the Keep as the PCs were already 3rd level when they got to the Keep. This game is with a group of people that I gamed with way back in 2nd ed and is very heavy on the RP and light on the rules lawyering. This fits alot better with my style of DMing and I think this game has run the best. To tie this back into the topic, my heavily modified third version of KotS has been the best. I think that the 4e modules have some good ideas, they just need to be properly fleshed out and customized for your players. Also my converted Red Hand of Doom was also very successful. I ran this module in 3.5 as well so I had experience with running the mod. Experience with a mod is also part of what improves the experience as you have had a chance to see what parts of a mod work and what parts do not. Ultimately I think that the 4e modules on their own are a bit too slanted towards the fight and less on the Role Play, but I think that is not all bad as it leaves the RP to the individual DMs. This makes it easier for and experienced DM to tailor the mod but is not as useful to new DMs trying to find their voice. [/QUOTE]
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I love 4E - but I hate the 4E modules. What can be done?
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