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Lots more adventures from Wizards?
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<blockquote data-quote="Sholari" data-source="post: 2623064" data-attributes="member: 6059"><p>That is the key. A lot of what has been lacking in WOTC adventures is stuff that is particularly memorable. The adventures seemed to be an afterthought. Yet whether homebrew or prepared adventure _memorable_ roleplaying experiences are what create gamers for life. If you give them an experience that is better than any computer game or any movie, they will come back for more. Personally, I can remember some very definitive scenes that came out of great adventures... battling the undead colossus in Castle Amber, wandering the mist maze in Pharoah, or the pandemonium at the docks near the end of the Dungeon of the Slavelords. These adventures were very unique and very memorable.</p><p></p><p>Granted adventures are also one of the toughest things to do well. It is difficult to make every other scene memorable when your module must also appeal to gamers at large. It is difficult to orchestrate game balance in a module. It is difficult to make it modular enough to integrate into the average DMs campaign. And due to individual tastes, the ratio of players to DMs, setting differences it is difficult at the end of the day to make as much money on modules.</p><p></p><p>Fortunately, it looks like WOTC is putting some good thought into this design test. For instance, in their Things to Explore section it seems that one of the things they are looking for is to give every class the opportunity to shine at what they do the best. Second, it seems they are looking for cream of the crop designers by using this contest mechanism.</p><p></p><p>All in all, I'm excited to see what they come up with eventually.</p></blockquote><p></p>
[QUOTE="Sholari, post: 2623064, member: 6059"] That is the key. A lot of what has been lacking in WOTC adventures is stuff that is particularly memorable. The adventures seemed to be an afterthought. Yet whether homebrew or prepared adventure _memorable_ roleplaying experiences are what create gamers for life. If you give them an experience that is better than any computer game or any movie, they will come back for more. Personally, I can remember some very definitive scenes that came out of great adventures... battling the undead colossus in Castle Amber, wandering the mist maze in Pharoah, or the pandemonium at the docks near the end of the Dungeon of the Slavelords. These adventures were very unique and very memorable. Granted adventures are also one of the toughest things to do well. It is difficult to make every other scene memorable when your module must also appeal to gamers at large. It is difficult to orchestrate game balance in a module. It is difficult to make it modular enough to integrate into the average DMs campaign. And due to individual tastes, the ratio of players to DMs, setting differences it is difficult at the end of the day to make as much money on modules. Fortunately, it looks like WOTC is putting some good thought into this design test. For instance, in their Things to Explore section it seems that one of the things they are looking for is to give every class the opportunity to shine at what they do the best. Second, it seems they are looking for cream of the crop designers by using this contest mechanism. All in all, I'm excited to see what they come up with eventually. [/QUOTE]
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