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<blockquote data-quote="AbdulAlhazred" data-source="post: 6582754" data-attributes="member: 82106"><p>Seem mostly to me to be attempts to perfect their default approach. MM3 monsters are more likely to be entertaining, but the adventure designs they are employed in are still fundamentally static. They obviously DID begin to get a clue towards the very end, as Guardmore Abby and to a more limited extent the last couple modules (the ones that were included in Essentials) are a BIT less lugubrious. There are bits and pieces of other modules, as well as some not-strictly-WotC material (Some RPGA and Dungeon material) that comes across fairly well. </p><p></p><p>But no, in general WotC seems to have been geared towards basically 2e-esque sorts of adventures with some plotline, but lots of very 2-dimensional encounters and weak motivations, or really just leaving that part of things to the DM. </p><p></p><p>What works well in 4e are Indiana Jones-like action scenes. I had one where the PCs shoot down a log flume riding on logs, crash into the sawmill and pile onto the big bad, just as he's about to chop the helpless girl in half with the giant saw blade! That's what works, crazy stuff. Trudging down another corridor and opening a door and finding 6 orcs in a 30x30 room is suck. Modules are FILLED with that crap.</p><p></p><p></p><p>Again, you just construct 2 extremes and no middle and then argue it can't be either extreme so its nothing at all. I think there were designers that 'got it' to varying extents, and in different ways, and there were parts of WotC that didn't seem to get it at all. Maybe a lot of it was simply an inability to alter the process of content development sufficiently to produce stuff that worked, I don't know. </p><p></p><p>Overall the content that WotC produced for 4e failed to coincide with the strong points of the that that I know of, which I identified by experimentation with playing style over 5 campaigns or so. Maybe there are other ways to play it as well, but all the people I saw out there being really successful with the game were doing at least a number of things similar to what I was doing.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6582754, member: 82106"] Seem mostly to me to be attempts to perfect their default approach. MM3 monsters are more likely to be entertaining, but the adventure designs they are employed in are still fundamentally static. They obviously DID begin to get a clue towards the very end, as Guardmore Abby and to a more limited extent the last couple modules (the ones that were included in Essentials) are a BIT less lugubrious. There are bits and pieces of other modules, as well as some not-strictly-WotC material (Some RPGA and Dungeon material) that comes across fairly well. But no, in general WotC seems to have been geared towards basically 2e-esque sorts of adventures with some plotline, but lots of very 2-dimensional encounters and weak motivations, or really just leaving that part of things to the DM. What works well in 4e are Indiana Jones-like action scenes. I had one where the PCs shoot down a log flume riding on logs, crash into the sawmill and pile onto the big bad, just as he's about to chop the helpless girl in half with the giant saw blade! That's what works, crazy stuff. Trudging down another corridor and opening a door and finding 6 orcs in a 30x30 room is suck. Modules are FILLED with that crap. Again, you just construct 2 extremes and no middle and then argue it can't be either extreme so its nothing at all. I think there were designers that 'got it' to varying extents, and in different ways, and there were parts of WotC that didn't seem to get it at all. Maybe a lot of it was simply an inability to alter the process of content development sufficiently to produce stuff that worked, I don't know. Overall the content that WotC produced for 4e failed to coincide with the strong points of the that that I know of, which I identified by experimentation with playing style over 5 campaigns or so. Maybe there are other ways to play it as well, but all the people I saw out there being really successful with the game were doing at least a number of things similar to what I was doing. [/QUOTE]
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