Windjammer
Adventurer
I think we all noticed this when 4e first came out. In the 4e DMG, there was a lot of advice on how to stage and run a good adventure. A lot of that advice amounted to simple concepts like "Don't railroad", "encourage PC choice", and all those other great nuggets that we hear every day on this website.
And yet? The first intro adventure in the DMG is a string of combat encounters, one after the other.
This happens a few more times - Keep on the Shadowfell ...
A lot of people are unaware of the genealogy of the 4E DMG. Huge junks were lifted (either by copy-paste or in compressed form) from another book Slavicsek and Baker had written earlier for D&D 3.5 - Dungeon Mastering for Dummies.
(This allegation is neither slander, as the authors admit as much in the re-publishing of that book for D&D 4E in 2008, nor is it meant to denigrate James Wyatt's valiant efforts when writing the 4E DMG under what I believe was extreme time pressure.)
See, at the time of that earlier book (2005) the "in house" idea of what a published adventure ought to look like was less monolithic than what it became in the years after. Compare Wyatt's own City of the Spider Queen with the closest anticipation of 4E module standards, The Shattered Gates of Slaughtergarde, and you'll see that variety of "sources of fun" has been replaced by combat galore, and that intricate plot lines and multi faceted NPCs have given way to a two dimensional cast with no story to tell.
The end result is that the 4E DMG looks very odd when juxtaposed to 4E adventure "in house" design tenets, as explained here - make sure to read the comments, where I supplement the blog writer's points by actual quotes from sources.
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