Two recent articles have discussed 4e encounter design (Mike Mearl's) and the 4e default campaign design (Rich Baker's). I'm interested now to know the design team's take on adventure site design: that is, their take on what should constitute a typical site (whether dungeon, temple, ruin, or whatever), and more specifically on how encounter-dense it should be.
For instance, take 3.0's 32-page, introductory adventure The Sunless Citadel. This adventure consisted of a single site of 2 dungeon levels, the first level with about 40 numbered rooms and the second with about 20 numbered rooms.
I'd be interested in seeing a move away from these numbers. That is, I'd like to see the "default adventure site design", if you will, espouse more adventure sites per 32-page book, but with each site having much fewer individual rooms.
I realize Mearls leans towards this approach in his article (where he speaks of grouping 3 rooms as 1 encounter), but I'd like to see something even more lean than this. I suppose if I were to rewrite The Sunless Citadel for 4e, I'd divide it into 3 different actual sites (of three different natures and locations, and so probably have to change the module's name!), and with each site only having about 5-10 numbered "rooms" (5 if of Mearls' mega-room approach or 10 if not).
I think this would help the game's pace. I reached the nadir of my 3.5 enjoyment in the various Adventure Paths (esp. Age of Wyrms) wherein you'd slug it out for 30+ rooms over 3 or 4 4-hour game sessions...only to uncover a single, vague clue to the campaign' story. Granted, I'm talking about Paizo's Adventure Path series, and so am comparing an orange to WoTC's apple, but my point remains:
4e adventure modules should have more discrete sites with fewer (more "coolness dense") encounters at each site.
For instance, take 3.0's 32-page, introductory adventure The Sunless Citadel. This adventure consisted of a single site of 2 dungeon levels, the first level with about 40 numbered rooms and the second with about 20 numbered rooms.
I'd be interested in seeing a move away from these numbers. That is, I'd like to see the "default adventure site design", if you will, espouse more adventure sites per 32-page book, but with each site having much fewer individual rooms.
I realize Mearls leans towards this approach in his article (where he speaks of grouping 3 rooms as 1 encounter), but I'd like to see something even more lean than this. I suppose if I were to rewrite The Sunless Citadel for 4e, I'd divide it into 3 different actual sites (of three different natures and locations, and so probably have to change the module's name!), and with each site only having about 5-10 numbered "rooms" (5 if of Mearls' mega-room approach or 10 if not).
I think this would help the game's pace. I reached the nadir of my 3.5 enjoyment in the various Adventure Paths (esp. Age of Wyrms) wherein you'd slug it out for 30+ rooms over 3 or 4 4-hour game sessions...only to uncover a single, vague clue to the campaign' story. Granted, I'm talking about Paizo's Adventure Path series, and so am comparing an orange to WoTC's apple, but my point remains:
4e adventure modules should have more discrete sites with fewer (more "coolness dense") encounters at each site.
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