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New Dungeoncraft: The Dungeons of Greenbrier Chasm
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<blockquote data-quote="Primal" data-source="post: 4053335" data-attributes="member: 30678"><p>Although we apparently share the same "Age Category" ('Ancient Grognard' <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ) our preferences seem to vary a bit. I like those empty rooms -- or, actually, room that *seem* empty at first glance -- and even after all these years they still serve to build up the mood and the tension for me (and my whole group). I usually hate it when every room in a dungeon contains "action", because it often feels very artificial ("Why have these grells not devoured those kobolds we slew in the previous room?"). Not to mention that playing such (published) adventures usually mean that the whole session consists of little more than dice-rolling, as every fight draws more "heat" (attention) to the party. </p><p></p><p>Weird that you seem to think that 4E would cater better to your needs (i.e. "more like fiction") since to me it seems (I hope to be wrong, though) that 4E will be *more* about "weird exploration"/"disjointed fantasy" than any previous edition of D&D. For example, the Dungeoncraft installments by James seem to strongly encourage the PCs to delve into the local dungeons (James is even pondering about running the whole campaign as one giant dungeon delve in the Chasm). On the other hand, it seems that 4E is strongly separating the Encounter Areas from "useless" areas (this is also hinted at in Rich Baker's blog as he discusses his work on the 'Thuderspire Labyrinth'). This may actually lead into the game becoming more like fantasy fiction (i.e. by removing "useless" narrative and exploration by focusing the game on action "hotspots"). However, it may also very easily lead into the game becoming little else than separate Tactical Combat Encounters with some marginal role-playing qualities.</p></blockquote><p></p>
[QUOTE="Primal, post: 4053335, member: 30678"] Although we apparently share the same "Age Category" ('Ancient Grognard' ;) ) our preferences seem to vary a bit. I like those empty rooms -- or, actually, room that *seem* empty at first glance -- and even after all these years they still serve to build up the mood and the tension for me (and my whole group). I usually hate it when every room in a dungeon contains "action", because it often feels very artificial ("Why have these grells not devoured those kobolds we slew in the previous room?"). Not to mention that playing such (published) adventures usually mean that the whole session consists of little more than dice-rolling, as every fight draws more "heat" (attention) to the party. Weird that you seem to think that 4E would cater better to your needs (i.e. "more like fiction") since to me it seems (I hope to be wrong, though) that 4E will be *more* about "weird exploration"/"disjointed fantasy" than any previous edition of D&D. For example, the Dungeoncraft installments by James seem to strongly encourage the PCs to delve into the local dungeons (James is even pondering about running the whole campaign as one giant dungeon delve in the Chasm). On the other hand, it seems that 4E is strongly separating the Encounter Areas from "useless" areas (this is also hinted at in Rich Baker's blog as he discusses his work on the 'Thuderspire Labyrinth'). This may actually lead into the game becoming more like fantasy fiction (i.e. by removing "useless" narrative and exploration by focusing the game on action "hotspots"). However, it may also very easily lead into the game becoming little else than separate Tactical Combat Encounters with some marginal role-playing qualities. [/QUOTE]
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