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<blockquote data-quote="Rechan" data-source="post: 5666847" data-attributes="member: 54846"><p>OK so there's a lot going on in this initial question, as well as in this thread.</p><p></p><p><strong>What about 4e can be Unique in an Adventure</strong></p><p></p><p>A 4e adventure should showcase the strengths of 4e. While it was cited earlier about the unique story of 4e, which is indeed nice, one must consider that using Erathis and the like may not gel with homegames. Many of your classics did not have very strong World ties - they could be anywhere, instead of making waves in the setting. That said, things like the Planes are strongly 4e.</p><p></p><p>But beyond the story, the real strength of 4e is the system. The adventure therefore should use the system's tools to the maximum. Those tools are:</p><p></p><p></p><ul> <li data-xf-list-type="ul">Terrain, Hazards and Set pieces. This is most underutilized, but easiest way to make a fight more interesting, unique and memorable. You can have a fight take place on a set of logs floating in a slow moving river. Or a crumbling floor. Or alternate moving platform. More encounters than not should have something going on. The threat of terrain/set pieces is that they're too complicated or too large to track, nor too tedious for players. The trick is strategy, challenge, or both.</li> </ul><p></p><ul> <li data-xf-list-type="ul">Exceptions Based Design. This means that a creature can do anything we need it to, in order to reflect the monster's feel, reflect what we need for the scene, and story shore up the story. We can do the same with terrain and set pieces - you can create something that exists only in that situation, making it inherently unique.</li> </ul><p></p><ul> <li data-xf-list-type="ul">Skill challenges. This is one of those hairy areas. A good skill challenge is great, a bad one is an excruciating experience. It's risky, but a very intriguing tool that should be used to its fullest potential.</li> </ul><p></p><ul> <li data-xf-list-type="ul">Opposing Teams. Because 4e has monsters with many roles, and they fight PCs as a group, the monsters should be designed like a team. You see threads about optimizing a Party so powers compliment - the same should be true for monsters. With that said their battleplan should not be too complicated (lots of moving parts - something falls apart), nor too hinging on one power working. Also things such as Minions, Solos who have Stages or Phases, etc.</li> </ul><p></p><ul> <li data-xf-list-type="ul">Rewards. Using 4e, we can do unique things. We can repackage magical items as powers (see the Boons, etc in the DMG2). Offer temporary unique benefits (That are not fiddly bits), and so on. Do not be afraid to try something different. Hell, let's give them a power card for it.</li> </ul><p></p><p><strong>The Adventure Should</strong></p><p></p><p>Once we've gotten past the things that make the adventure 4e-y, what about the adventure itself? The content, the meat, what should that have? </p><p></p><ul> <li data-xf-list-type="ul">Ambition. Don't be afraid to try something a little new. Something like tower defense - defending a location for a set period of time. Even giving players control of minion troops, letting them allocate them, etc. Some sort of <a href="http://www.enworld.org/forum/general-rpg-discussion/241614-creative-combat-objectives-other-than-kill-em-all.html" target="_blank">Objective Based Encounter</a> would be absolutely lovely. <a href="http://wizards.com/dnd/Article.aspx?x=dnd/duad/20100312" target="_blank">Dead by Dawn</a> is a great example of both of these.</li> </ul><p></p><ul> <li data-xf-list-type="ul">Something new. Similar, but different, to the above: the adventure should present something new. Not just a new monster or whatever, but an encounter, a set-piece, a <em>something</em> that you just can't get somewhere else. Give DMs a reason to <em>want</em> to run the adventure after reading through it. They need to read it and go "I have to run this." If for no other reason than to tear it out and put it in their own game.</li> </ul><p></p><ul> <li data-xf-list-type="ul">A strong opening. I know that you need some generic hooks so it applies to most groups. And many classics begin quaintly - it's just a rumored dungeon, or it's just a Keep on the Borderlands. But, between that initial hook and the adventure's second act, it needs to be strong. Good examples of this are <a href="http://www.wizards.com/DnD/Article.aspx?x=dnd/duad/20080627a" target="_blank">Sleeper in the Tomb of Dreams</a> and <a href="http://wizards.com/DnD/Article.aspx?x=dnd/duad/20080829" target="_blank">Dark Heart of Mithrendain</a> both have this. It doesn't need to be combat, but it should be compelling or tempting. Poor examples of this are Keep on the Shadowfell, which has a limp first half.</li> </ul><p></p><ul> <li data-xf-list-type="ul">Player Choices. The players should get to <em>decide</em> something, that effects the outcome, that has <em>consequences</em>. Not just "Defeat the bad guy, win the day", but something they Do should have some significance. Maybe this is hard moral choice (although that could be optional).</li> </ul><p></p><ul> <li data-xf-list-type="ul">Optional Encounters. Compare KoS to Trollhaunt. The former had a long slog of room after room you couldn't avoid. Trollhaunt had encounters that weren't necessarily part of the adventure, but if PCs wanted to explore (read: went off road), they were right there. An adventure with alternate routes PCs can make would be great.</li> </ul><p></p><ul> <li data-xf-list-type="ul">An interesting NPC. Just one NPC that stands out, either because they're funny, quirky, different, or compelling. This is one thing that will make memories.</li> </ul><p></p><p><strong>What should the adventure Not be?</strong></p><p></p><p>What should we avoid?</p><p></p><ul> <li data-xf-list-type="ul">Well-trodden ground. Look at what most of the available adventures have in common, in terms of story and monster mix. For instance, you would be hard pressed to find a 1-2 level adventure that did not focus on Goblins, Kobolds, super weak undead (zombies/skeletons) and/or silly monsters like Bullywugs. Slightly higher level? Orcs. It's been <em>done</em>. If that horse has been beaten beyond death, let's avoid repeating the obvious. This includes the plot (villain setup) and the hooks.</li> </ul><p></p><ul> <li data-xf-list-type="ul">Too Exotic. We want this to be able to be dropped into a game with as little work as possible. So an adventure in the middle of the Desert is harder to incorporate. I love me desert/jungle adventures, but unless it's the beginning of a campaign (1st level), it's hard to transition your group to the area where it starts. Same wtih alienating your readers - I know Expedition to the Barrier Peaks is a classic, but it's sci fi aliens, guys; that's going to alienate (no pun intended) many groups. On the other hand, there are many types of adventures that are few and far between (adventures on a ship, Urban adventures, etc).</li> </ul><p></p><ul> <li data-xf-list-type="ul">Encounter after Encounter of the same relative enemy composition, without much variation. Familiarity breeds contempt.</li> </ul><p><strong>Final Thoughts</strong></p><p></p><p>Guys, there are a ton of good blogs and podcasts out there with 4e design advice. Do not let their words go to waste. Comb them. Pluck out their gems. Use that from the ground up.</p></blockquote><p></p>
[QUOTE="Rechan, post: 5666847, member: 54846"] OK so there's a lot going on in this initial question, as well as in this thread. [B]What about 4e can be Unique in an Adventure[/B] A 4e adventure should showcase the strengths of 4e. While it was cited earlier about the unique story of 4e, which is indeed nice, one must consider that using Erathis and the like may not gel with homegames. Many of your classics did not have very strong World ties - they could be anywhere, instead of making waves in the setting. That said, things like the Planes are strongly 4e. But beyond the story, the real strength of 4e is the system. The adventure therefore should use the system's tools to the maximum. Those tools are: [LIST] [*]Terrain, Hazards and Set pieces. This is most underutilized, but easiest way to make a fight more interesting, unique and memorable. You can have a fight take place on a set of logs floating in a slow moving river. Or a crumbling floor. Or alternate moving platform. More encounters than not should have something going on. The threat of terrain/set pieces is that they're too complicated or too large to track, nor too tedious for players. The trick is strategy, challenge, or both. [/LIST] [LIST] [*]Exceptions Based Design. This means that a creature can do anything we need it to, in order to reflect the monster's feel, reflect what we need for the scene, and story shore up the story. We can do the same with terrain and set pieces - you can create something that exists only in that situation, making it inherently unique. [/LIST] [LIST] [*]Skill challenges. This is one of those hairy areas. A good skill challenge is great, a bad one is an excruciating experience. It's risky, but a very intriguing tool that should be used to its fullest potential. [/LIST] [LIST] [*]Opposing Teams. Because 4e has monsters with many roles, and they fight PCs as a group, the monsters should be designed like a team. You see threads about optimizing a Party so powers compliment - the same should be true for monsters. With that said their battleplan should not be too complicated (lots of moving parts - something falls apart), nor too hinging on one power working. Also things such as Minions, Solos who have Stages or Phases, etc. [/LIST] [LIST] [*]Rewards. Using 4e, we can do unique things. We can repackage magical items as powers (see the Boons, etc in the DMG2). Offer temporary unique benefits (That are not fiddly bits), and so on. Do not be afraid to try something different. Hell, let's give them a power card for it. [/LIST] [B]The Adventure Should[/B] Once we've gotten past the things that make the adventure 4e-y, what about the adventure itself? The content, the meat, what should that have? [LIST] [*]Ambition. Don't be afraid to try something a little new. Something like tower defense - defending a location for a set period of time. Even giving players control of minion troops, letting them allocate them, etc. Some sort of [URL="http://www.enworld.org/forum/general-rpg-discussion/241614-creative-combat-objectives-other-than-kill-em-all.html"]Objective Based Encounter[/URL] would be absolutely lovely. [URL="http://wizards.com/dnd/Article.aspx?x=dnd/duad/20100312"]Dead by Dawn[/URL] is a great example of both of these. [/LIST] [LIST] [*]Something new. Similar, but different, to the above: the adventure should present something new. Not just a new monster or whatever, but an encounter, a set-piece, a [I]something[/I] that you just can't get somewhere else. Give DMs a reason to [I]want[/I] to run the adventure after reading through it. They need to read it and go "I have to run this." If for no other reason than to tear it out and put it in their own game. [/LIST] [LIST] [*]A strong opening. I know that you need some generic hooks so it applies to most groups. And many classics begin quaintly - it's just a rumored dungeon, or it's just a Keep on the Borderlands. But, between that initial hook and the adventure's second act, it needs to be strong. Good examples of this are [URL="http://www.wizards.com/DnD/Article.aspx?x=dnd/duad/20080627a"]Sleeper in the Tomb of Dreams[/URL] and [URL="http://wizards.com/DnD/Article.aspx?x=dnd/duad/20080829"]Dark Heart of Mithrendain[/URL] both have this. It doesn't need to be combat, but it should be compelling or tempting. Poor examples of this are Keep on the Shadowfell, which has a limp first half. [/LIST] [LIST] [*]Player Choices. The players should get to [I]decide[/I] something, that effects the outcome, that has [I]consequences[/I]. Not just "Defeat the bad guy, win the day", but something they Do should have some significance. Maybe this is hard moral choice (although that could be optional). [/LIST] [LIST] [*]Optional Encounters. Compare KoS to Trollhaunt. The former had a long slog of room after room you couldn't avoid. Trollhaunt had encounters that weren't necessarily part of the adventure, but if PCs wanted to explore (read: went off road), they were right there. An adventure with alternate routes PCs can make would be great. [/LIST] [LIST] [*]An interesting NPC. Just one NPC that stands out, either because they're funny, quirky, different, or compelling. This is one thing that will make memories. [/LIST] [B]What should the adventure Not be?[/B] What should we avoid? [LIST] [*]Well-trodden ground. Look at what most of the available adventures have in common, in terms of story and monster mix. For instance, you would be hard pressed to find a 1-2 level adventure that did not focus on Goblins, Kobolds, super weak undead (zombies/skeletons) and/or silly monsters like Bullywugs. Slightly higher level? Orcs. It's been [I]done[/I]. If that horse has been beaten beyond death, let's avoid repeating the obvious. This includes the plot (villain setup) and the hooks. [/LIST] [LIST] [*]Too Exotic. We want this to be able to be dropped into a game with as little work as possible. So an adventure in the middle of the Desert is harder to incorporate. I love me desert/jungle adventures, but unless it's the beginning of a campaign (1st level), it's hard to transition your group to the area where it starts. Same wtih alienating your readers - I know Expedition to the Barrier Peaks is a classic, but it's sci fi aliens, guys; that's going to alienate (no pun intended) many groups. On the other hand, there are many types of adventures that are few and far between (adventures on a ship, Urban adventures, etc). [/LIST] [LIST] [*]Encounter after Encounter of the same relative enemy composition, without much variation. Familiarity breeds contempt. [/LIST] [B]Final Thoughts[/B] Guys, there are a ton of good blogs and podcasts out there with 4e design advice. Do not let their words go to waste. Comb them. Pluck out their gems. Use that from the ground up. [/QUOTE]
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