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Merwin said it better than Schwalb
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<blockquote data-quote="Neonchameleon" data-source="post: 6335510" data-attributes="member: 87792"><p>Rooms were interesting because the writing was creative.</p><p></p><p></p><p></p><p>Let's not. Keep on the Shadowfell is pretty much universally acknowledged as <em>terrible. </em>White Plume Mountain is a classic for good reason.</p><p></p><p></p><p></p><p>It is in 4e. This is part of the problem with it.</p><p></p><p></p><p></p><p>Which is an utter <em>waste</em> in 4e. And just more reason that Keep on the Shadowfell is a terrible adventure.</p><p></p><p>If there's actual interesting terrain in 4e then the system makes it pop in a way that other editions don't. You have forced movement which means that a fight on a dock will be memorable because you're going to push people in the water without giving up all your attack ability. (Or you're going to keep fluffing your attack rolls).</p><p> </p><p></p><p></p><p>Actually you have it backwards. 4E fights are at their most interesting and memorable when the rooms are. Bridges, walkways, things setting on fire? Yes please! In pre-4e when a pit trap has triggered it is <em>done</em>. You just step round it. In 4e when a pit trap has triggered it becomes a big part of the fight because you then try and throw all the monsters down there with forced movement. Set the ground on fire and everyone steers clear - except in 4e where again you have forced movement and people in addition to attacking are trying to drive each other into the fire.</p><p></p><p></p><p></p><p>Irontooth, Slayer of Parties!</p><p></p><p></p><p></p><p>Which ranks right up there with Meepo.</p><p></p><p></p><p></p><p>I'll drink to that. Which is why the best way to fix the module is to drop a bomb on the keep. Raze it to the ground. Because it is a terrible module that should only ever be used to show how <em>not</em> to write 4e.</p><p></p><p></p><p></p><p>No. They talk about driving the wizard back into his own portal from half way across the map. Or holding the mountain pass against an entire company of guards. </p><p></p><p>But they don't tell stories about Keep on the Shadowfell because it's possibly a worse module than The Forest Oracle. At least we can make jokes about The Forest Oracle and some people had fun with it.</p><p></p><p></p><p></p><p>That sounds like 3E. 4E because I don't have to clear things with the DM first, my monk can look at a tower and simply run up the side and kick the goblins over the battlement.</p><p></p><p></p><p></p><p>Or, because the rules are wide ranging and flexible, they learn to use the rules as building blocks to enable them. Unless they have a DM trying to shoot such plans down.</p><p></p><p></p><p></p><p>And that's when we get Keep on the Shadowfell.</p><p></p><p></p><p></p><p>No wonder your group is set in its ways. Why aren't <em>they</em> narrating what they do?</p><p></p><p></p><p></p><p>You play Warmachine without narrative <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f635.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt="O_o" title="Er... what? O_o" data-smilie="12"data-shortname="O_o" /></p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6335510, member: 87792"] Rooms were interesting because the writing was creative. Let's not. Keep on the Shadowfell is pretty much universally acknowledged as [I]terrible. [/I]White Plume Mountain is a classic for good reason. It is in 4e. This is part of the problem with it. Which is an utter [I]waste[/I] in 4e. And just more reason that Keep on the Shadowfell is a terrible adventure. If there's actual interesting terrain in 4e then the system makes it pop in a way that other editions don't. You have forced movement which means that a fight on a dock will be memorable because you're going to push people in the water without giving up all your attack ability. (Or you're going to keep fluffing your attack rolls). Actually you have it backwards. 4E fights are at their most interesting and memorable when the rooms are. Bridges, walkways, things setting on fire? Yes please! In pre-4e when a pit trap has triggered it is [I]done[/I]. You just step round it. In 4e when a pit trap has triggered it becomes a big part of the fight because you then try and throw all the monsters down there with forced movement. Set the ground on fire and everyone steers clear - except in 4e where again you have forced movement and people in addition to attacking are trying to drive each other into the fire. Irontooth, Slayer of Parties! Which ranks right up there with Meepo. I'll drink to that. Which is why the best way to fix the module is to drop a bomb on the keep. Raze it to the ground. Because it is a terrible module that should only ever be used to show how [I]not[/I] to write 4e. No. They talk about driving the wizard back into his own portal from half way across the map. Or holding the mountain pass against an entire company of guards. But they don't tell stories about Keep on the Shadowfell because it's possibly a worse module than The Forest Oracle. At least we can make jokes about The Forest Oracle and some people had fun with it. That sounds like 3E. 4E because I don't have to clear things with the DM first, my monk can look at a tower and simply run up the side and kick the goblins over the battlement. Or, because the rules are wide ranging and flexible, they learn to use the rules as building blocks to enable them. Unless they have a DM trying to shoot such plans down. And that's when we get Keep on the Shadowfell. No wonder your group is set in its ways. Why aren't [I]they[/I] narrating what they do? You play Warmachine without narrative O_o [/QUOTE]
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