HomeGates & GlamoursOD&D as a 4e Adventure Design Tool


OD&D as a 4e Adventure Design Tool — 2 Comments

  1. Don't hold your breath… everything I've read about them suggests they're just repackaged/compiled versions of all the splat books that have been released with some extra builds in them to sucker established players (who will be the only people buying them anyways I predict) in to buying them. The Red Box, which I love the idea of, is completely crippled by the fact that they decided to limit it to levels 1-2 meaning that beginners will have to go and buy more books within 2-3 sessions of starting the game. That's ridiculous.

    Back to the original post: Yeah, I can appreciate Mike's sentiment but I feel it's kind of pandering to the old-school movement (he and some others spend way too much time trying to convince people that 4E is taking D&D back to its origins which is both disingenuous and not useful). As such, there's really nothing "new" in the idea – basically he's just saying "create the location first and then fill it in" rather than "build the encounters and then figure out where to set them." In many ways, I think the latter is actually more useful since what you're focusing on is creating exciting situations rather than creating a maze of rooms and then trying to figure out what goes in to them…but that's me.

    And before you think I'm just a 4E-fanboy troll… I run AD&D on a weekly basis for a bunch of teenage kids and am in the process of recollecting all the basic & AD&D stuff from my childhood. :o) I also run 4E and like it as well but for very different reasons.