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Round Two: Another 10 old school modules I'm considering!
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<blockquote data-quote="Andre" data-source="post: 4682563" data-attributes="member: 25930"><p>Agreed, though there's a bit more intrigue available in G3. Also, if KF's campaign doesn't feature clans of giants as potential enemies, it could be difficult fitting something like this into his campaign.</p><p></p><p></p><p></p><p></p><p>A few points: </p><p></p><p>1) All old-school modules feature dated encounter design. That's part of their charm, and their frustrations. If KF doesn't want to deal with that issue, he should avoid old school modules.</p><p>2) Something like U1 is very easy to fit into a campaign. Low level, localized, minimal assumptions about the campaign world. And never underestimate the power of a good twist. The module needs to be improved and fleshed out, but it has a solid framework to a memorable adventure.</p><p>3) I was far less impressed with the two sequels. I agree that they are more difficult to fit into a campaign, and work better as a stand alone "railroad" story arc.</p><p></p><p></p><p></p><p></p><p>I loved playing through these modules in my 1E days, but they have all sorts of elements that can make them difficult to fit into a larger campaign world. A desert environment, nomads that are very similar to bedouins, a major protaganist and antagonist, both with history critical to the adventure. All of these can be re-written, of course, but it seems to me that converting these to fit in a campaign would be a lot more work than adapting something like U1. Possibly well worth the effort, but only KF can decide that. Even if not incorporated wholesale, I stronly recommend stealing the maps and some of the more interesting encounters.</p></blockquote><p></p>
[QUOTE="Andre, post: 4682563, member: 25930"] Agreed, though there's a bit more intrigue available in G3. Also, if KF's campaign doesn't feature clans of giants as potential enemies, it could be difficult fitting something like this into his campaign. A few points: 1) All old-school modules feature dated encounter design. That's part of their charm, and their frustrations. If KF doesn't want to deal with that issue, he should avoid old school modules. 2) Something like U1 is very easy to fit into a campaign. Low level, localized, minimal assumptions about the campaign world. And never underestimate the power of a good twist. The module needs to be improved and fleshed out, but it has a solid framework to a memorable adventure. 3) I was far less impressed with the two sequels. I agree that they are more difficult to fit into a campaign, and work better as a stand alone "railroad" story arc. I loved playing through these modules in my 1E days, but they have all sorts of elements that can make them difficult to fit into a larger campaign world. A desert environment, nomads that are very similar to bedouins, a major protaganist and antagonist, both with history critical to the adventure. All of these can be re-written, of course, but it seems to me that converting these to fit in a campaign would be a lot more work than adapting something like U1. Possibly well worth the effort, but only KF can decide that. Even if not incorporated wholesale, I stronly recommend stealing the maps and some of the more interesting encounters. [/QUOTE]
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Round Two: Another 10 old school modules I'm considering!
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