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<blockquote data-quote="Sacrosanct" data-source="post: 7661485" data-attributes="member: 15700"><p>I've always preferred the aesthetic look of the AD&D days. B/W interior art, text layout, etc. Also, modern adventures seem to be very much in a chapter format. You have to do chapter 1 before you move on, and everyone advances X amount after each chapter. I find the old school way a bit less rigid in that way, meaning while there was a general plot line you were encouraged to follow, there was nothing stopping you from really hitting any point of the encounters in whatever order. For example, you could go right to level 3 of ToEE if you wanted, or you could explore any of the caves in whatever order in KotBL, etc. I guess what I'm getting at is that in AD&D, your progression in the adventure was more determined by geography, while it seems to me that in these new adventures are more determined by story. This probably has to do with AD&D modules being much shorter than the campaign feel the new ones are trying to go after. </p><p></p><p>The layout I'm talking about is sort of like this:</p><p></p><p>With their template, it would require pretty much an entire rewrite from scratch in order to get everything to match. And I don't really want to do that for a 284 page adventure <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p><img src="https://lh4.googleusercontent.com/-nbncv06WmmY/U2kk0HNu0AI/AAAAAAAAAwU/f_U50t44ktM/w612-h792-no/page39.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p></blockquote><p></p>
[QUOTE="Sacrosanct, post: 7661485, member: 15700"] I've always preferred the aesthetic look of the AD&D days. B/W interior art, text layout, etc. Also, modern adventures seem to be very much in a chapter format. You have to do chapter 1 before you move on, and everyone advances X amount after each chapter. I find the old school way a bit less rigid in that way, meaning while there was a general plot line you were encouraged to follow, there was nothing stopping you from really hitting any point of the encounters in whatever order. For example, you could go right to level 3 of ToEE if you wanted, or you could explore any of the caves in whatever order in KotBL, etc. I guess what I'm getting at is that in AD&D, your progression in the adventure was more determined by geography, while it seems to me that in these new adventures are more determined by story. This probably has to do with AD&D modules being much shorter than the campaign feel the new ones are trying to go after. The layout I'm talking about is sort of like this: With their template, it would require pretty much an entire rewrite from scratch in order to get everything to match. And I don't really want to do that for a 284 page adventure ;) [img]https://lh4.googleusercontent.com/-nbncv06WmmY/U2kk0HNu0AI/AAAAAAAAAwU/f_U50t44ktM/w612-h792-no/page39.jpg[/img] [/QUOTE]
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