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<blockquote data-quote="Jester David" data-source="post: 6632219" data-attributes="member: 37579"><p>Most WotC adventures tend to fail by presenting a large dungeon and then just calling it a complete adventure. Which was fine back in early 1st Edition days, but doesn't fly now. Dungeons are nice, and it's rare to even see a Pathfinder module without a crawl somewhere, but they're not the be-all-end-all and there needs to be more than just a series of interconnected encounters with a veneer of a plot.</p><p></p><p>This blog really emphasises some of the problems with the first couple 4e adventures:</p><p><a href="http://elevenfootpole.blogspot.ca/" target="_blank">http://elevenfootpole.blogspot.ca/</a></p><p>These are pretty emblematic of the design problems that started with 4e and are still somewhat around now. </p><p>So <em>Keep on the Shadowfell</em> and <em>Thunderspire Labyrinth</em> I guess. I'm pretty down on <em>Ghosts of Dragonspear Castle</em> and the <em>Dreams of Red Wizards</em> for having no idea how an ending works. And both GoDSC and the Tyranny of Dragons adventures fail from a basic plotting, in that they're focused around the bad guys gathering parts of a magic item, so to "win" the PCs just need to get one and hide it real well.</p><p></p><p>I also haven't heard great things about the "adventure path" series of modules that launched 3e. I hear the first two were good and after that they got so-so. I know <em>Expedition to Castle Ravenloft</em> was well received (I have problems with it though) and <em>Red Hand of Doom</em> was beloved. Other than that, I can't think of many adventures off the top of my head. Most of the 3e/4e adventures were fairly forgettable.</p><p></p><p>--edit--</p><p></p><p>And then I found this:</p><p><a href="http://www.enworld.org/forum/showthread.php?216185-The-Best-amp-Worst-of-3rd-Edition-WotC-Adventures-and-Locations-%28Winners-Announced%29" target="_blank">http://www.enworld.org/forum/showthread.php?216185-The-Best-amp-Worst-of-3rd-Edition-WotC-Adventures-and-Locations-(Winners-Announced)</a></p><p></p><p>36 adventures, with 7 or 8 receiving better than mixed results. That's a 22% success rating.</p></blockquote><p></p>
[QUOTE="Jester David, post: 6632219, member: 37579"] Most WotC adventures tend to fail by presenting a large dungeon and then just calling it a complete adventure. Which was fine back in early 1st Edition days, but doesn't fly now. Dungeons are nice, and it's rare to even see a Pathfinder module without a crawl somewhere, but they're not the be-all-end-all and there needs to be more than just a series of interconnected encounters with a veneer of a plot. This blog really emphasises some of the problems with the first couple 4e adventures: [URL]http://elevenfootpole.blogspot.ca/[/URL] These are pretty emblematic of the design problems that started with 4e and are still somewhat around now. So [I]Keep on the Shadowfell[/I] and [I]Thunderspire Labyrinth[/I] I guess. I'm pretty down on [I]Ghosts of Dragonspear Castle[/I] and the [I]Dreams of Red Wizards[/I] for having no idea how an ending works. And both GoDSC and the Tyranny of Dragons adventures fail from a basic plotting, in that they're focused around the bad guys gathering parts of a magic item, so to "win" the PCs just need to get one and hide it real well. I also haven't heard great things about the "adventure path" series of modules that launched 3e. I hear the first two were good and after that they got so-so. I know [I]Expedition to Castle Ravenloft[/I] was well received (I have problems with it though) and [I]Red Hand of Doom[/I] was beloved. Other than that, I can't think of many adventures off the top of my head. Most of the 3e/4e adventures were fairly forgettable. --edit-- And then I found this: [URL]http://www.enworld.org/forum/showthread.php?216185-The-Best-amp-Worst-of-3rd-Edition-WotC-Adventures-and-Locations-%28Winners-Announced%29[/URL] 36 adventures, with 7 or 8 receiving better than mixed results. That's a 22% success rating. [/QUOTE]
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