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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Is it me or are 4E modules just not...exciting?
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<blockquote data-quote="OnlineDM" data-source="post: 5581750" data-attributes="member: 90804"><p>As I said before, I'm still pretty new to D&D (really just started at the beginning of 2010), so I haven't read a lot of older modules. But one thing that strikes me as being a bit different between the older modules I've seen and most of the 4e modules is that the older modules will often have a big map of an entire cavern complex or whatever the setting is, with labels for each area, and then a section where each label is explained (Room 1: 2d4 goblin warriors; Room 2: No monsters, but a chasm crosses the floor...). There's no written assumption about which rooms the PCs will visit in which order.</p><p></p><p>In most 4e modules, there seems to be a clearer set of rails (Encounter 1 leads to Encounter 2 leads to Encounter 3) with, as you said, no need for an overall map. This is one area where Reavers of Harkenwold does a better job. The PCs can choose to go wherever they want on the map (though NPCs will certainly be asking for help and offering suggestions about certain places). However, once they've chosen where to go (help the humans against the bullywugs or help the elves against the goblins?) there's a little linear delve when they get there (bullywug entrance -> bullywug main chamber -> bullywug party coming at the PCs as they leave). The Iron Keep at the end, though, is totally free form - here's what's in each room. Have at it, PCs!</p></blockquote><p></p>
[QUOTE="OnlineDM, post: 5581750, member: 90804"] As I said before, I'm still pretty new to D&D (really just started at the beginning of 2010), so I haven't read a lot of older modules. But one thing that strikes me as being a bit different between the older modules I've seen and most of the 4e modules is that the older modules will often have a big map of an entire cavern complex or whatever the setting is, with labels for each area, and then a section where each label is explained (Room 1: 2d4 goblin warriors; Room 2: No monsters, but a chasm crosses the floor...). There's no written assumption about which rooms the PCs will visit in which order. In most 4e modules, there seems to be a clearer set of rails (Encounter 1 leads to Encounter 2 leads to Encounter 3) with, as you said, no need for an overall map. This is one area where Reavers of Harkenwold does a better job. The PCs can choose to go wherever they want on the map (though NPCs will certainly be asking for help and offering suggestions about certain places). However, once they've chosen where to go (help the humans against the bullywugs or help the elves against the goblins?) there's a little linear delve when they get there (bullywug entrance -> bullywug main chamber -> bullywug party coming at the PCs as they leave). The Iron Keep at the end, though, is totally free form - here's what's in each room. Have at it, PCs! [/QUOTE]
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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Is it me or are 4E modules just not...exciting?
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