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<blockquote data-quote="pemerton" data-source="post: 6206524" data-attributes="member: 42582"><p>This is very interesting.</p><p></p><p>I don't know how much I agree with your hypothesis about design - maybe there were <em>competing</em> design goals. Rob Heinsoo, <a href="http://www.critical-hits.com/blog/2008/03/05/dd-xp-interview-sara-girard-rob-heinsoo/" target="_blank">in an interview that came out before release</a>, drew the comparison to indie design. And I think it's almost self-evident in the skill challenge idea. Mearls also as a long familiarity with the indie RPG scene. And given that DMG2 came out not much more than a year after release, they must have had Robin Laws lined up to contribute to it pretty early on. So I can't believe that they had <em>no</em> conception of what they were doing. (And I'm not sure if that's what you're saying.)</p><p></p><p>But what's my counter-hypothesis, then? I'm not sure I've got one! - but maybe it's this:</p><p></p><p>D&D adventure design has a certain historical style. The Delve format developed that in a particular direction. But it's always been about presenting the adventure essentially as a "tourist's guide" to the locations and intended events, with stats for the denizens and perhaps sidebars on encounter advice. But to make 4e work - for the reasons you've given - you have to run adventures in a less traditional way. And that requires writing them in a different way, particular with more direct <em>designer to GM commentary</em> as to the rationale for including certain elements in the adventure, and how the GM might respond to different approaches the players take (these don't belong in sidebars, on this approach - they are the heart of adventure presentation). I think Robin Laws example scenarios in his HeroWars Narrator's Book provide good examples of this; several of the Penumbra adventures, for 3E by Atlas Games, also exhibit this sort of approach to design within the D&D context.</p><p></p><p>But that would be a huge departure for D&D adventure style. So I'm not surprised that WotC didn't go for it. And I agree with you that trad modules and 4e are not a very good mix.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6206524, member: 42582"] This is very interesting. I don't know how much I agree with your hypothesis about design - maybe there were [I]competing[/I] design goals. Rob Heinsoo, [url=http://www.critical-hits.com/blog/2008/03/05/dd-xp-interview-sara-girard-rob-heinsoo/]in an interview that came out before release[/url], drew the comparison to indie design. And I think it's almost self-evident in the skill challenge idea. Mearls also as a long familiarity with the indie RPG scene. And given that DMG2 came out not much more than a year after release, they must have had Robin Laws lined up to contribute to it pretty early on. So I can't believe that they had [I]no[/I] conception of what they were doing. (And I'm not sure if that's what you're saying.) But what's my counter-hypothesis, then? I'm not sure I've got one! - but maybe it's this: D&D adventure design has a certain historical style. The Delve format developed that in a particular direction. But it's always been about presenting the adventure essentially as a "tourist's guide" to the locations and intended events, with stats for the denizens and perhaps sidebars on encounter advice. But to make 4e work - for the reasons you've given - you have to run adventures in a less traditional way. And that requires writing them in a different way, particular with more direct [I]designer to GM commentary[/I] as to the rationale for including certain elements in the adventure, and how the GM might respond to different approaches the players take (these don't belong in sidebars, on this approach - they are the heart of adventure presentation). I think Robin Laws example scenarios in his HeroWars Narrator's Book provide good examples of this; several of the Penumbra adventures, for 3E by Atlas Games, also exhibit this sort of approach to design within the D&D context. But that would be a huge departure for D&D adventure style. So I'm not surprised that WotC didn't go for it. And I agree with you that trad modules and 4e are not a very good mix. [/QUOTE]
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