So thanks to some advice and prodding from cavalier973 and Dean (Tallifer), I took another look at 4E with an eye to run it just as a tactical board game. And they were right.
Dean suggested that the stat blocks, while complex looking, are actually convenient and lay out all the rules you need to run the monster right there. Now that I've refreshed myself on some of the basics of 4E, and what the stuff in the stat blocks mean, he's right. It's not so bad.
And cavalier973 suggested that I look at the sample adventure in the back of the DMG. I did so, but then I also pulled out the module Keep on the Shadowfell, which Pat had also given me. The module actually goes over the basics, and I think I could actually run the module without the other rulebooks if I wanted to. I'll probably run that DMG kobold dungeon first, though, then KotS after that.
And I'll take the more complicated version of things by letting the players (whoever they end up being) make their own PCs. Of course, KotS has some pregen PCs, so if anyone wants to just grab one of them, I'd also allow it.
Now, I'll probably run this for my boys one of these days. Spring vacation lasts for another week or so. I may also try this with some more adult gamers, if any are willing. I'll ask the crew and see what they think.
I hope you have fun.
ReplyDeleteIf you have never done so, check out the "Acquisitions, Inc." podcast, season 1. It's on YouTube. "Keep on the Shadowfell" is the adventure they use.