'New Classics' Module Survey

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First Post
With the approach of Gardmore Abbey (very promising interview about it on the site, btw) and 4thcore's SND: Revenge of the Iron Lich and more recent C1: Crucible of the Gods, I find myself wanting more 4e modules. Not only that, really, I want original and uniquely 4th Edition modules, quality ones, the 'New Classics' so to speak.

I understand time, play and memory kind of qualify classic, but I think a lot of us recognize a really good adventure, and creating one is my goal at this point, though if it one day is elevated to 'classic' in our hearts and minds great.

Basically, I'm looking for proposals, guidance and opinions for New Classics. What could you see as a uniquely 4e adventure, what is your opinion of fresh and exciting, what might it have to include, and what shouldn't it? I have a vested interest in this topic because I want to actually provide for these demands, and I have a feeling others do too. It's high time the greater 4e fan base contribute to the game on a more comprehensive level, so lets.
 

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Well....WoTC's 4e modules have been relatively poor by and large so far. These are the modules I've generally heard of as getting high ratings here and elsewhere:
Slaying Stone
Tower of Spellguard
Seekers of the Ashencrown
Orcs of Stonefang Pass
P2 Demon Queen's Enclave

Some people also like the Scales of War and Chaos Scar Adventure paths in Dungeon.

Although I've never really heard anyone refer to these as "New Classics"

What I'd really like to see is Paizo style Adventure Paths designed for 4E. Something that goes out of its way to prove that you can RP in 4E (rhyme!) and is more then just a book of loosely connected encounters. Something with an epic overarching plot and recurring interesting NPCs. And cut down the encounters to a managable number.
 
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With the approach of Gardmore Abbey (very promising interview about it on the site, btw) and 4thcore's SND: Revenge of the Iron Lich and more recent C1: Crucible of the Gods, I find myself wanting more 4e modules. Not only that, really, I want original and uniquely 4th Edition modules, quality ones, the 'New Classics' so to speak.
Why "uniquely 4th Edition" modules? The first thing that came to mind when I began playing 4th Edition is "This is the same game I have always played (but with rules I like more)." A good adventure is good regardless of system.

I want to see good 4th Edition adventures, but I don't know that they'd be "uniquely 4th Edition." The only adventure concern that feels very 4E is the problem that single-encounter days are very easy days.

What I'd really like to see is Paizo style Adventure Paths designed for 4E. Something that goes out of its way to prove that you can RP in 4E (rhyme!) and is more then just a book of loosely connected encounters. Something with an epic overarching plot and recurring interesting NPCs. And cut down the encounters to a managable number.
Yes, WotC needs to be doing this. The Paizo APs are great, and I sometimes convert some of the Pathfinder stuff to 4E.

Edit: Oh, and I liked "Heathen" from Dungeon.
 
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I know at least for me, I use modules because I have pretty close to 0 time to prep/convert. I prefer to run modules in the system they were designed for so there is little homework I have to do before running it.
 

Well....WoTC's 4e modules have been relatively poor by and large so far. These are the modules I've generally heard of as getting high ratings here and elsewhere:
Slaying Stone
Tower of Spellguard
Seekers of the Ashencrown
Orcs of Stonefang Pass
P2 Demon Queen's Enclave

Some people also like the Scales of War and Chaos Scar Adventure paths in Dungeon.

Seekers and Demon Queen both sucked for my group, Demon queen is overly long for what it is and seekers seemed to rail roady for my players. Slaying Stone is awesome (played it) and Orcs of SFP is a superb adventure, the length is nice and there are some good encounters and a memorable finish (added by the parties warlord leaving his evil sword in stonefang as he died so they both got sealed away).

I'd add Caern of the Winter King to the list a great adventure to play.
 



Why "uniquely 4th Edition" modules? The first thing that came to mind when I began playing 4th Edition is "This is the same game I have always played (but with rules I like more)." A good adventure is good regardless of system.

I want to see good 4th Edition adventures, but I don't know that they'd be "uniquely 4th Edition." The only adventure concern that feels very 4E is the problem that single-encounter days are very easy days.

Yeah, that does need more qualifying. "Original and uniquely 4th Edition modules" is my desire based on two perceived problems with the current module situation.

Firstly, I think there simply haven't been enough quality adventures released for 4e to create a modular identity. By modular identity, I mean a pool of solid and attractive adventures spanning 1-30 that experienced players could A. fondly revisit more than once in their gaming career akin to a classic, B. recommend to new players as a surefire example of 4e at its best, C. add to the heritage and history of D&D memorable modules (new classics), and to a lesser extent D. attract the attentions and perhaps conversions of gamers from other editions and systems on the sole merits of good concept, design and execution (building a modular identity worthy of notice).

Secondly, there has been an abundance of homage and conversion given to heritage settings and I don't feel we've gotten enough quality Nentir Vale, Shadowfell or Feywild adventures, never mind anything dedicated to new concepts entirely. 4e has an abundance of uniquely 4e aspects, the Dawn War, the tiefling/dragonborn war, primordials, greater focus on archfey and Far Realm entities, Primal Spirits, Elemental Chaos and Astral Sea, the unexplored Plane of Dreams (which would make for an excellent new power source and a 'Heroes of the Dream'), on top of the generally incredible D&Disms like Asmodeus' Hell, the Abyss, City of Brass, etc.

I think the aforementioned 4e Adventure Paths, old school Megadungeons ala the OSR, deadly 4thcore modules, and Gardmore-like Super Adventures are the ways of curing this. In order to actually get all of that, though, people need to be willing to create it, or at least inputting something, anything, into a project, hence this survey, and what I think will be a followup headcount of people willing to contribute something.

And my apologies for not including the wonderful Zeitgeist in my mentions above!
 
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Tower of Spellguard

The Scepter Tower of Spellgard has a bad reputation for being far too combat heavy. Most people suggest expanding the role play aspects that are not present in the adventure as written. I am preparing to run this in late September or early October, and my reading of the adventure is consistent with this opinion.

I think there are a couple of really great LFR adventures for low level: CORE1-1 and CORE1-3. Most LFR adventures have a real rail-road aspect to them by necessity, but those two pack a lot of opportunity for player choice and great NPCs in to the four-hour format.

By and large, writing good adventures for 4e has been a learning process. Across the board, I think you're going to have better results with later stuff than early stuff.
 


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