Monday, January 26, 2009

GM Commentary: Session 5 wrap-up

Wow, is it really over? Finishing this module was a significant first for me. I don't believe I've ever run a module start-to-finish without making major changes, getting wildly derailed and never actually getting completely through it. I was very sorely tempted at times to rewrite portions, redraw maps, rework plot points, and tinker with encounters. As written I felt like there were major plot holes, terrible dungeon design, useless maps, poorly thought out treasure tables, and awful use of traps and hazards. Despite all that we got through it and had some fun along the way.

At this point I doubt we'll use these characters again, but if for some reason someone wants to do a solo adventure or follow up on a side-quest we'll have them waiting for us. The impression I got was that folks enjoyed their 3.5 characters more than their 4e characters. Then again it could just be that playing unfamiliar low-level characters is never as exciting as playing more powerful characters you're already familiar with. I'd like to spend some time on the other side of the GM screen and test these theories myself.

My impression on 4th edition is for the most part good. From a GM stand-point I felt like there was much less to manage during combat, and that NPC powers and tactics feel more cinematic and impressive. Players have more options at their disposal as well, but I think there is a heavier emphasis on smart tactical play than in 3.5. It does seem to be quite a shift from the previous editions. Some of the new rules are a bit wacky, like using healing surges for potions, but I think with some minor tweaking it could be the best edition yet.

Thanks goes out to my players for hanging in there and sticking with the game. I hope you all had a good time. I enjoyed running my first 4th edition module with you all.

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