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The Biggest Problem with Modern Adventures...
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<blockquote data-quote="DEFCON 1" data-source="post: 8737770" data-attributes="member: 7006"><p>Nah... I don't think that's really possible. Because for every so-called "improvement" to adventure writing, there is an equal number of players for whom these improvement run counter to how they want to play their game. Which means we're always going to have people review adventures with "this thing sucks!"</p><p></p><p>I mean as an example... for me the "building an encounter" is the least interesting and wanted part of a module. Which means that for me, a lot of 4E's adventures were some of the worst I've seen-- as a lot of them were merely an opening paragraph of "Here's a scenario of something happening"... and then the entirety of the rest of the adventure was just a series of encounter fights with specific monster blocks written out along with their tactics. Virtually no story to the adventure beyond the McGuffin at the top. To me... these types of adventures blow-- just like I think a whole bunch of classic TSR adventures blow for being nothing more than dungeon crawls written to "kill monster, get loot". But I also acknowledge that these adventures are exactly what some other people want. They want adventures completely devoid of story so that they can plop these encounter strings into their own stories and campaigns with little issue.</p><p></p><p>Which means we now have two separate camps who think the 4E modules were either fantastic or sucked. And thus we can't make any judgements on whether these adventures are now "better" than they were back in the day. They may have improved for some people... but they took a giant step backwards for others.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 8737770, member: 7006"] Nah... I don't think that's really possible. Because for every so-called "improvement" to adventure writing, there is an equal number of players for whom these improvement run counter to how they want to play their game. Which means we're always going to have people review adventures with "this thing sucks!" I mean as an example... for me the "building an encounter" is the least interesting and wanted part of a module. Which means that for me, a lot of 4E's adventures were some of the worst I've seen-- as a lot of them were merely an opening paragraph of "Here's a scenario of something happening"... and then the entirety of the rest of the adventure was just a series of encounter fights with specific monster blocks written out along with their tactics. Virtually no story to the adventure beyond the McGuffin at the top. To me... these types of adventures blow-- just like I think a whole bunch of classic TSR adventures blow for being nothing more than dungeon crawls written to "kill monster, get loot". But I also acknowledge that these adventures are exactly what some other people want. They want adventures completely devoid of story so that they can plop these encounter strings into their own stories and campaigns with little issue. Which means we now have two separate camps who think the 4E modules were either fantastic or sucked. And thus we can't make any judgements on whether these adventures are now "better" than they were back in the day. They may have improved for some people... but they took a giant step backwards for others. [/QUOTE]
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