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<blockquote data-quote="Truename" data-source="post: 4950455" data-attributes="member: 78255"><p>Two words: Willie Walsh.</p><p></p><p>More than two words: The problem isn't the content, it's the way it's executed. It seems like everybody's interested in being "old school," except than when old school was the only school, being new, innovative, or simply awesome was what was interesting. Nowadays it seems like "old school" means tossing people at a collection of encounters wrapped in a dungeon and dressed up with a bare minimum of backstory and plot.</p><p></p><p>Give me intriguing dungeon dressing. Give me back story, mystery, and hints I can use to tantalize the players. Use some of the great encounter design vs. player type advice in DMG2. Give me a new way of approaching the adventure, politics, real consequences for failure... heck, real possibility of failure. Stop spoon-feeding me. Build an encounter that's level -6 and make it FUN. Build an encounter that's level +10 and make IT fun. Erase that skill challenge's series of dice rolls and turn it an event. Something we can actually PLAY.</p><p></p><p>This isn't a 4e vs. 3e thing. I love 4e. It's not about DDI or not DDI. Great adventures aren't about the ruleset or the crunch; they're about the creativity. Stop phoning it in.</p><p></p><p>(PS: Whatever did happen to Willie?)</p></blockquote><p></p>
[QUOTE="Truename, post: 4950455, member: 78255"] Two words: Willie Walsh. More than two words: The problem isn't the content, it's the way it's executed. It seems like everybody's interested in being "old school," except than when old school was the only school, being new, innovative, or simply awesome was what was interesting. Nowadays it seems like "old school" means tossing people at a collection of encounters wrapped in a dungeon and dressed up with a bare minimum of backstory and plot. Give me intriguing dungeon dressing. Give me back story, mystery, and hints I can use to tantalize the players. Use some of the great encounter design vs. player type advice in DMG2. Give me a new way of approaching the adventure, politics, real consequences for failure... heck, real possibility of failure. Stop spoon-feeding me. Build an encounter that's level -6 and make it FUN. Build an encounter that's level +10 and make IT fun. Erase that skill challenge's series of dice rolls and turn it an event. Something we can actually PLAY. This isn't a 4e vs. 3e thing. I love 4e. It's not about DDI or not DDI. Great adventures aren't about the ruleset or the crunch; they're about the creativity. Stop phoning it in. (PS: Whatever did happen to Willie?) [/QUOTE]
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