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							<channel><title>New Posts For Thread: Adventure design and D&amp;D Next</title><link>http://community.wizards.com/go/thread/view/75882/29596295/Adventure_design_and_DD_Next</link><description>Each edition thus far has had its own assumptions with adventure design and how the game was meant to be ran. My question is how can D&amp;D next support the widest variety of adventure design? Here's a bit of my thoughts on the editions, how they suppor</description><item><title>I have no familiarity with 3.0. Are you saying that current gamers actually want to play this sort of game? Or is it just the default offered by the company so thats what people play?  Its one of the things that I love about this forum, I learn new t</title><link>http://community.wizards.com/go/thread/view/75882/29596295/Adventure_design_and_DD_Next?post_id=527410837#527410837</link><description>I have no familiarity with 3.0. Are you saying that current gamers actually want to play this sort of game? Or is it just the default offered by the company so thats what people play?  Its one of the things that I love about this forum, I learn new t</description><pubDate>Fri, 21 Dec 2012 17:00:06 -0600</pubDate></item><item><title>The first adventure path was the original Dragonlance modules, released for 1st Edition.Really, the changes to adventure design have less to do with the edition and more to do with how people changed how they thought about what adventures were, what</title><link>http://community.wizards.com/go/thread/view/75882/29596295/Adventure_design_and_DD_Next?post_id=527397145#527397145</link><description>The first adventure path was the original Dragonlance modules, released for 1st Edition.Really, the changes to adventure design have less to do with the edition and more to do with how people changed how they thought about what adventures were, what</description><pubDate>Fri, 21 Dec 2012 09:43:36 -0600</pubDate></item><item><title>While your comments on the usual style of game for the different editions are pretty much right, it isn't hard wired into the game and isn't as extreme as you suggest. I have run both tight narrative adventures and sprawling sandboxs in every edition</title><link>http://community.wizards.com/go/thread/view/75882/29596295/Adventure_design_and_DD_Next?post_id=527395313#527395313</link><description>While your comments on the usual style of game for the different editions are pretty much right, it isn't hard wired into the game and isn't as extreme as you suggest. I have run both tight narrative adventures and sprawling sandboxs in every edition</description><pubDate>Fri, 21 Dec 2012 08:25:23 -0600</pubDate></item><item><title>Each edition thus far has had its own assumptions with adventure design and how the game was meant to be ran. My question is how can D&amp;D next support the widest variety of adventure design? Here's a bit of my thoughts on the editions, how they suppor</title><link>http://community.wizards.com/go/thread/view/75882/29596295/Adventure_design_and_DD_Next?post_id=527392611#527392611</link><description>Each edition thus far has had its own assumptions with adventure design and how the game was meant to be ran. My question is how can D&amp;D next support the widest variety of adventure design? Here's a bit of my thoughts on the editions, how they suppor</description><pubDate>Fri, 21 Dec 2012 05:50:48 -0600</pubDate></item></channel></rss>
