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L&L 8/19/13: The Final Countdown
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<blockquote data-quote="Blackbrrd" data-source="post: 6172244" data-attributes="member: 63962"><p>@<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=42582" target="_blank">pemerton</a></u></strong></em> I think part of the reason ExploderWizard feels that 4e is "railroady" is that the published adventures (at least the early ones) were really focused on the encounters. The encounters were typically very detailed on how to run them. This quickly leads to them being run as written. If you just ran the module as written you basically got a railroad with encounter stations. Sure you could just use the encounters as examples of how things would pan out, but then you have a lot of information that basically obfuscates the adventure.</p><p></p><p>Now, I do know that pemerton would never run one of the published adventures as written, but I have experienced several DM's running the WotC's 4e adventures as written. To me the first adventures should be show cases or examples of how the system is intended to be used. To me, the first adventures showed that 4e is intended to be run as a railroady grindfeast. </p><p></p><p>One of the worst experiences I had was when my DM just said: "You are surprised" after we broke down a door to get into a room. Why would we be surprised? The DM explained it said so in the module. Why does it say you are surprised when you enter that room? It just makes no sense and is an example of the overdetailed encounter descriptions in 4e that puts the DM into a railroady led-by-the-hand mentality.</p><p></p><p>You do mention the DMG, but it's actually the one book I have barely opened. One of the reasons was that I ran my first 4e game during the last playtest phases. Instead I looked at the adventures they had written and how they wanted you to run those. Terrible examples. I did run the first module of War of the Burning Sky and I think it makes for a much better (if more complicated) example and I really felt it encouraged me as a DM to build on the adventure and make it my own.</p></blockquote><p></p>
[QUOTE="Blackbrrd, post: 6172244, member: 63962"] @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=42582"]pemerton[/URL][/U][/B][/I] I think part of the reason ExploderWizard feels that 4e is "railroady" is that the published adventures (at least the early ones) were really focused on the encounters. The encounters were typically very detailed on how to run them. This quickly leads to them being run as written. If you just ran the module as written you basically got a railroad with encounter stations. Sure you could just use the encounters as examples of how things would pan out, but then you have a lot of information that basically obfuscates the adventure. Now, I do know that pemerton would never run one of the published adventures as written, but I have experienced several DM's running the WotC's 4e adventures as written. To me the first adventures should be show cases or examples of how the system is intended to be used. To me, the first adventures showed that 4e is intended to be run as a railroady grindfeast. One of the worst experiences I had was when my DM just said: "You are surprised" after we broke down a door to get into a room. Why would we be surprised? The DM explained it said so in the module. Why does it say you are surprised when you enter that room? It just makes no sense and is an example of the overdetailed encounter descriptions in 4e that puts the DM into a railroady led-by-the-hand mentality. You do mention the DMG, but it's actually the one book I have barely opened. One of the reasons was that I ran my first 4e game during the last playtest phases. Instead I looked at the adventures they had written and how they wanted you to run those. Terrible examples. I did run the first module of War of the Burning Sky and I think it makes for a much better (if more complicated) example and I really felt it encouraged me as a DM to build on the adventure and make it my own. [/QUOTE]
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