cavesalamander
Explorer
So I've been thinking about what makes for a good pre-published adventure for 4th Edition. Keep on the Shadowfell is generally regarded as one of the worst (which was unfortunate, since it was also the first adventure for many, many people), and Reavers of Harkenwold is usually mentioned as being one of the best.
What are the fundamental differences between the two?
What is it that makes Keep so bad, especially with regards to 4th Edition? Had it been released for an earlier ruleset would it have been received more positively? I remember Bruce Cordell's adventures from late 2nd to early 3rd edition with some fondness, so I was a little surprised by the negative reaction to Keep, even among those who really like 4th Edition.
And what is it about Reavers that makes it better? More roleplaying opportunities baked in? A more open structure? What are the essential qualities Reavers has that Keep lacks? What make Reavers a better fit for its edition?
I haven't played either of these adventures, I've only read them. On the surface, Keep seems at worst like an uninspired bog-standard module, the sort that TSR and Wizards thereafter, pumped out by the truckload throughout their earlier editions' life-cycles.
So, for those of you more familiar with these two modules, what does Reavers get right that Keep gets wrong?
What are the fundamental differences between the two?
What is it that makes Keep so bad, especially with regards to 4th Edition? Had it been released for an earlier ruleset would it have been received more positively? I remember Bruce Cordell's adventures from late 2nd to early 3rd edition with some fondness, so I was a little surprised by the negative reaction to Keep, even among those who really like 4th Edition.
And what is it about Reavers that makes it better? More roleplaying opportunities baked in? A more open structure? What are the essential qualities Reavers has that Keep lacks? What make Reavers a better fit for its edition?
I haven't played either of these adventures, I've only read them. On the surface, Keep seems at worst like an uninspired bog-standard module, the sort that TSR and Wizards thereafter, pumped out by the truckload throughout their earlier editions' life-cycles.
So, for those of you more familiar with these two modules, what does Reavers get right that Keep gets wrong?