Elements of a 4th Edition Adventure
In trying to find a pre-written adventure (but not yet having the time to delve into issues of Dungeon or large modules) I'm finding that good 4th Edition adventures seem pretty thin on the ground. Adventures can be adapted from other sources, of course, and I've considered that, but I've found myself thinking about what it would take for a 4th Edition adventure to shine both on its own and as something utilizing the concepts that make 4th Edition worth playing.
I'm going to put down my thoughts about what those concepts are, and how I think they might be incorporated into an adventure that could be released "into the wild" rather than just work at one particular table. I'd like to touch on some of the things that I see complained about regarding 4th Edition and adventures based on it, and see how those might be addressed.
If you have ideas, I'd like to read them. If you have a complaint about how 4th Edition adventures tend to go, or how following the advice in the books leads to problems, I urge you to offer solutions to the issues you see, framed in 4th Edition terms. For example, if you find treasure parcels problematic in adventures, how can their appearance or presentation be changed, without changing the basic concept?