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So, what makes 1e adventures so great?
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<blockquote data-quote="teitan" data-source="post: 2248561" data-attributes="member: 3457"><p>I think a HUGE factor in what made those old 1e adventures so great was that they were not very plot oriented. Sure they had some cool back stories and monsters reacted to the presence of the party but the story was in what the characters DID not in what the writer said it was going to be. This put a huge emphasis on the characters as opposed to the tale that the module was trying to get across. Compare Against the Giants to Shadowdale. Against the Giants has very little story at all, it is all backstory and it gives the players some hooks into the adventure but it is up to the DM and players to make the story. Now Shadowdale (and almost all post Dragonlance adventures from EVERYBODY) is chockful of story and events and is reliant on the players EXPERIENCING those events, not a natural flow of story ala Against the GIants or even Vault of the Drow. What is amazing is that the OLD modules packed more STORY potential than the newer modules in fewer pages.</p><p></p><p>Now some of the newer modules have tried this approach like Sunless CItdadel and RttTOEE and have been called Hackfest. Well, sure, when run that way but I see more potential for a cool story in TOEE than in the newer Dragonlance modules. It is a skeleton on which to hang the adventure the characters take part in while the Dragonlance modules are stories that the characters are taken on a ride for. One is like playing a video game like FInal Fantasy, interactive novels (Dragonlance) where events are pre-ordained to occur while the other is like nothing we have really seen before and that is what makes Roleplaying Unique. </p><p></p><p>Jason</p></blockquote><p></p>
[QUOTE="teitan, post: 2248561, member: 3457"] I think a HUGE factor in what made those old 1e adventures so great was that they were not very plot oriented. Sure they had some cool back stories and monsters reacted to the presence of the party but the story was in what the characters DID not in what the writer said it was going to be. This put a huge emphasis on the characters as opposed to the tale that the module was trying to get across. Compare Against the Giants to Shadowdale. Against the Giants has very little story at all, it is all backstory and it gives the players some hooks into the adventure but it is up to the DM and players to make the story. Now Shadowdale (and almost all post Dragonlance adventures from EVERYBODY) is chockful of story and events and is reliant on the players EXPERIENCING those events, not a natural flow of story ala Against the GIants or even Vault of the Drow. What is amazing is that the OLD modules packed more STORY potential than the newer modules in fewer pages. Now some of the newer modules have tried this approach like Sunless CItdadel and RttTOEE and have been called Hackfest. Well, sure, when run that way but I see more potential for a cool story in TOEE than in the newer Dragonlance modules. It is a skeleton on which to hang the adventure the characters take part in while the Dragonlance modules are stories that the characters are taken on a ride for. One is like playing a video game like FInal Fantasy, interactive novels (Dragonlance) where events are pre-ordained to occur while the other is like nothing we have really seen before and that is what makes Roleplaying Unique. Jason [/QUOTE]
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So, what makes 1e adventures so great?
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