Because the game system does have problems when trying to run D&D adventures of previous editions. 4E can do really good adventures, but it requires a different style of writing to what was seen in 1E-3E. That it can't run some adventures that are key to the D&D feel is an actual problem. (snip)
Actually, I can run the classic 1E adventures in 4E but they do need some tinkering.
Firstly, I prefer to reduce the levels of monsters to their 1E hit dice. That requires a bit of re-statting but Adventure Tools makes that fairly straightforward.
Secondly, 4E seems to work best around the delve-like three encounter format. Using
G1 Steading of the Hill Giant Chief as an example, each level of the structure is probably best compressed into about three encounters, two warm-ups and a single major set-piece. And, of course, you can throw in some minions as largely ineffective speed bumps along the way.
The mistake of the HPE adventures is not to leverage the strengths of 4E and instead give us combat-fests with little exploration or role-playing. But that doesn't mean that the underlying system doesn't have problems.
There are some issues with 4E - like all editions of D&D, it's best to stop when the PCs reach around 11th-15th level (arguably earlier with 3.xE/Pathfinder) - but I think (IMO/YMMV) it's now at a point where it just works and those DMs and players who run it have a good enough handle that it can continue to work.
As for the HPE adventures, they weren't just combat fests; they were crappy combat fests in the main, in large part because not enough attention was paid to the actual story which leads to...
(snip) My problem with 4e adventures from Wizards was that the ones I saw in my local gaming store didn't seem to have much connection to one another. I like Paizo's Adventure Paths ... (snip) ... they encompass an entire campaign and run together logically.
... the HPE adventures often feel like the encounters have been designed by random generation. Rather than looking at the story issues, there seems to be the sort of thinking that goes something like, "Oooh, this is an 11th-level wolf pack encounter and I need two 10th-level soldiers - oh, these foulspawn will do", without any thought being given to whether or not the foulspawn, using my example, make sense.
And with this "random generation" mindset at work, it's no wonder that the HPE adventure path simply doesn't feel like an adventure path for much of its run. Ditto for the almost-as-appalling
Scales of War.
IMO, you need a sense of story-inspired verisimilitude to really bring the roleplaying and exploration "pillars" to life and, frankly, to make the combats feel important/meaningful/worhtwhile rather than simply required (but randomly generated) stops on a railroad. The HPE series didn't get this... nor did they get the need to able to simply stop and smell the roses at various times, or at least to have that as an option.
Anyway, the real lesson of the HPE series is this: this is not how to run a 4E campaign or any other campaign for that matter. The corollary to that is: yes, you
can design a much better campaign/adventure path for your players than WotC can.
