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Keep on the Shadowfell vs Reavers of Harkenwold
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<blockquote data-quote="jacktannery" data-source="post: 7431953" data-attributes="member: 6667121"><p>I've DMd both. @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=6694750" target="_blank">masteraleph</a></u></strong></em> is correct. I also agree with [MENTION=996]Tony Vargas[/MENTION].</p><p></p><p>Keep of the Shadowfell was awful. 4E was different to older versions of DnD, because it was organised around the encounter, rather than the adventuring day (or week). Thus adventures need to have exciting decisions during the encounter in 4E, in contrast to earlier editions that might have worked with boring encounters but exciting long-term planning. 4E has no long-term planning. This adventure was written by someone who hadn't worked that out yet. So it feels grindy, and railroady. It might have worked well in 2E, for example, because then the plotting back in the town could have worked. </p><p></p><p>Both Reavers of Harkenwold (and the even better Madness at Gardmore Abbey) work perfectly with 4E, because the decision points are during encounters, rather than between them (or at the end of the day/week), so the structure of the game works with the adventure. In 4E an encounter IS a decision point (and many of the 'encounters' in Harkenwold and Madness are not best dealt with by combat); whereas in previous editions those moments were called 'roleplaying' and usually happened at the end of the day, or at the end of the adventure in the 'king's throneroom' etc.</p></blockquote><p></p>
[QUOTE="jacktannery, post: 7431953, member: 6667121"] I've DMd both. @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=6694750"]masteraleph[/URL][/U][/B][/I] is correct. I also agree with [MENTION=996]Tony Vargas[/MENTION]. Keep of the Shadowfell was awful. 4E was different to older versions of DnD, because it was organised around the encounter, rather than the adventuring day (or week). Thus adventures need to have exciting decisions during the encounter in 4E, in contrast to earlier editions that might have worked with boring encounters but exciting long-term planning. 4E has no long-term planning. This adventure was written by someone who hadn't worked that out yet. So it feels grindy, and railroady. It might have worked well in 2E, for example, because then the plotting back in the town could have worked. Both Reavers of Harkenwold (and the even better Madness at Gardmore Abbey) work perfectly with 4E, because the decision points are during encounters, rather than between them (or at the end of the day/week), so the structure of the game works with the adventure. In 4E an encounter IS a decision point (and many of the 'encounters' in Harkenwold and Madness are not best dealt with by combat); whereas in previous editions those moments were called 'roleplaying' and usually happened at the end of the day, or at the end of the adventure in the 'king's throneroom' etc. [/QUOTE]
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