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Mike Mearls: Build your Adventures in OD&D
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<blockquote data-quote="Ariosto" data-source="post: 5078167" data-attributes="member: 80487"><p>The focus on <em>"stuff that the PCs can poke, prod, and inspect"</em> seems to me a natural for 4e, with the amount of time typically spent in an encounter (especially a combat encounter).</p><p></p><p>Module B1 goes further than usual in the description department, but there is a shortage of <em>dynamic</em> situations before the DM populates the place. There's a lot of "scenery", not so much in the way of interactive gadgetry. It can be especially disappointing when players spent time getting, say, a locked (and possibly trapped) door or drawer or chest open -- to find it simply and dully empty.</p><p></p><p>There are rooms that really stand out, indeed are of iconic status, such as the pools. There are some lively features, such as a certain cat. In the end, though, too much is -- considered in abandoned isolation -- just enigmatic rather than engagingly mysterious.</p><p></p><p>The missing ingredient, of course, is monsters. I think one might profitably regard those also from more of an "Original D&D" perspective at first. Multiplication of combat stats and rules can add a bit of interest, but I see less really exciting variety there than in tactical and strategic considerations.</p><p></p><p>I mean the considerations that come into play when one considers a creature <em>as a creature</em>. What are its interests, and how will it pursue them? What is its place in the environment, and how does it interact with the other critters and/or beings there?</p><p></p><p>If it comes down to a fight, then the interaction of monsters and environment can help turn another standard-issue slogging match into an exciting situation.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5078167, member: 80487"] The focus on [i]"stuff that the PCs can poke, prod, and inspect"[/i] seems to me a natural for 4e, with the amount of time typically spent in an encounter (especially a combat encounter). Module B1 goes further than usual in the description department, but there is a shortage of [i]dynamic[/i] situations before the DM populates the place. There's a lot of "scenery", not so much in the way of interactive gadgetry. It can be especially disappointing when players spent time getting, say, a locked (and possibly trapped) door or drawer or chest open -- to find it simply and dully empty. There are rooms that really stand out, indeed are of iconic status, such as the pools. There are some lively features, such as a certain cat. In the end, though, too much is -- considered in abandoned isolation -- just enigmatic rather than engagingly mysterious. The missing ingredient, of course, is monsters. I think one might profitably regard those also from more of an "Original D&D" perspective at first. Multiplication of combat stats and rules can add a bit of interest, but I see less really exciting variety there than in tactical and strategic considerations. I mean the considerations that come into play when one considers a creature [i]as a creature[/i]. What are its interests, and how will it pursue them? What is its place in the environment, and how does it interact with the other critters and/or beings there? If it comes down to a fight, then the interaction of monsters and environment can help turn another standard-issue slogging match into an exciting situation. [/QUOTE]
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