I don't think it's just 4e. I've never found modules interesting, no matter what system or producer made them. I find Pathfinder modules just as dull as 1e modules and 4e modules. I was never an avid reader of Dungeon, despite collecting them for about ten years.
Part of that is that I think I can do better, but it's also to do with not being willing to engage in someone else's creation. I always find that there is something missing and I believe that comes from the limitations of text. No matter how good the writer, putting the concepts in ones head onto a page lose a lot in translation. What makes it a great adventure to one person will be lack-luster to another because of those gaps.
But then again, part of the duty of the DM is to fill those gaps. Taking a module verbatim and running it from the page without any creative interpretation or the inclusion of one's own twists and creative license, is absolutely a recipe for dullness. It's up to the DM to bring the module to life; the module should never be more to a gaming session than inspiration and raw material.
War of the Burning Sky was, at least to me (and at least for the first four instalments since I never got to run past that), the exception to my statements above. Reading through modules for me is usually a massive chore that I resent and loathe. I'm not sure exactly how you did it, but with WotBS, it caught my imagination right from the start so that reading through it, and most importantly playing through it and running it as a GM, wasn't ever a chore. The game and the world 'came alive' for me as soon as I started reading and it did so for the players I ran it for as well.
If you can manage to pull off the same effect with ZEITGEIST, it might even interest me. And I'm not a fan of the genre
Part of that is that I think I can do better, but it's also to do with not being willing to engage in someone else's creation. I always find that there is something missing and I believe that comes from the limitations of text. No matter how good the writer, putting the concepts in ones head onto a page lose a lot in translation. What makes it a great adventure to one person will be lack-luster to another because of those gaps.
But then again, part of the duty of the DM is to fill those gaps. Taking a module verbatim and running it from the page without any creative interpretation or the inclusion of one's own twists and creative license, is absolutely a recipe for dullness. It's up to the DM to bring the module to life; the module should never be more to a gaming session than inspiration and raw material.
I hope that when ZEITGEIST comes out, it will be something that appeals to you.
War of the Burning Sky was, at least to me (and at least for the first four instalments since I never got to run past that), the exception to my statements above. Reading through modules for me is usually a massive chore that I resent and loathe. I'm not sure exactly how you did it, but with WotBS, it caught my imagination right from the start so that reading through it, and most importantly playing through it and running it as a GM, wasn't ever a chore. The game and the world 'came alive' for me as soon as I started reading and it did so for the players I ran it for as well.
If you can manage to pull off the same effect with ZEITGEIST, it might even interest me. And I'm not a fan of the genre

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