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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Throwing ideas, seeing what sticks (and what stinks)
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<blockquote data-quote="AbdulAlhazred" data-source="post: 6799479" data-attributes="member: 82106"><p>Well, I'm not saying there aren't some reasonably decent adventures, but even tremendous classics like Ravenloft have a lot of fairly low level gritty details in them that you need to kind of grind through. My acid test is essentially "what would Steven Spielburg do?" There certainly can be a 'montage' in which the characters do basic stuff, research, shopping, maybe some sort of investigation, travel, anything that lacks decision points and doesn't change the narrative posture of the story (I'm sure Manbearcat has a forgy sort of term for this, lol). The problem is most adventures force you to grind through this stuff. </p><p></p><p>In fact in some sense it has gotten worse over the years. Early D&D had a mode of play that made 'survival grinding' most of the game, and its interesting in that format. However later it became more about grinding skill checks and fighting a lot, at which point it lost its charm. 4e's contribution here is to inject action/adventure. It was THERE before, but now its at the forefront.</p><p></p><p>You have correctly described the procedures for doing things like handling an exploration sequence in 4e, but old adventures simply aren't formatted and designed to support that. Sure, you can take A1 and make it into a more 4e-suitable adventure (and that series is probably one of the better ones to convert I would think), but why? Just write something new. You're going to be effectively creating new maps, new encounters, reworked plot details, etc. Yes, you can keep the villains, the basic scenario, and the overall location structure, but I'd want it all to be reworked to support the fantastic adventure themes anyway.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6799479, member: 82106"] Well, I'm not saying there aren't some reasonably decent adventures, but even tremendous classics like Ravenloft have a lot of fairly low level gritty details in them that you need to kind of grind through. My acid test is essentially "what would Steven Spielburg do?" There certainly can be a 'montage' in which the characters do basic stuff, research, shopping, maybe some sort of investigation, travel, anything that lacks decision points and doesn't change the narrative posture of the story (I'm sure Manbearcat has a forgy sort of term for this, lol). The problem is most adventures force you to grind through this stuff. In fact in some sense it has gotten worse over the years. Early D&D had a mode of play that made 'survival grinding' most of the game, and its interesting in that format. However later it became more about grinding skill checks and fighting a lot, at which point it lost its charm. 4e's contribution here is to inject action/adventure. It was THERE before, but now its at the forefront. You have correctly described the procedures for doing things like handling an exploration sequence in 4e, but old adventures simply aren't formatted and designed to support that. Sure, you can take A1 and make it into a more 4e-suitable adventure (and that series is probably one of the better ones to convert I would think), but why? Just write something new. You're going to be effectively creating new maps, new encounters, reworked plot details, etc. Yes, you can keep the villains, the basic scenario, and the overall location structure, but I'd want it all to be reworked to support the fantastic adventure themes anyway. [/QUOTE]
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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Throwing ideas, seeing what sticks (and what stinks)
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