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General Tabletop Discussion
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Why the D&D Next playtest won't resemble the final product
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<blockquote data-quote="Stormonu" data-source="post: 6120453" data-attributes="member: 52734"><p>From my own experience, even though I own the entire line of BECM, 1E, 2E and 3E adventures, I've only completely ever run through maybe a handful (C1, S1, S2, B2, I6 & I10) - there certainly has been a lot more I started up, but for one reason or another, never finished (DL1 being the one most annoying in falling through, numerous times). However, more than anything else, they've been my window into <em>how</em> to put together my own adventures - both structure and content. I've pulled an individual encounter from more of the modules that I own that I can keep count of. For me, while the rulebooks may the reference source for handling the game (mostly the PC side), adventures are the guides for showcasing what sort of a story or game you can put together. </p><p></p><p>To use a video game analogy, the core 3 would be like giving you the Unreal 3 engine, whereas an adventure module would put it together into Fallout 3. I may be unusual, but without a good adventure to either run or fall back on for designing my own, it can often make or break my enthusiasm for a game.</p><p></p><p>I hate to beat up on KotS, but that module really, really soured my experience with 4E. I really think that if I'd had something like <em>The Slaying Stone</em> available back when 4E first came out - and some equally wonderful following adventures, I might have eventually warmed to the system.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 6120453, member: 52734"] From my own experience, even though I own the entire line of BECM, 1E, 2E and 3E adventures, I've only completely ever run through maybe a handful (C1, S1, S2, B2, I6 & I10) - there certainly has been a lot more I started up, but for one reason or another, never finished (DL1 being the one most annoying in falling through, numerous times). However, more than anything else, they've been my window into [I]how[/I] to put together my own adventures - both structure and content. I've pulled an individual encounter from more of the modules that I own that I can keep count of. For me, while the rulebooks may the reference source for handling the game (mostly the PC side), adventures are the guides for showcasing what sort of a story or game you can put together. To use a video game analogy, the core 3 would be like giving you the Unreal 3 engine, whereas an adventure module would put it together into Fallout 3. I may be unusual, but without a good adventure to either run or fall back on for designing my own, it can often make or break my enthusiasm for a game. I hate to beat up on KotS, but that module really, really soured my experience with 4E. I really think that if I'd had something like [I]The Slaying Stone[/I] available back when 4E first came out - and some equally wonderful following adventures, I might have eventually warmed to the system. [/QUOTE]
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