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Where Has All the Magic Gone?
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<blockquote data-quote="Raven Crowking" data-source="post: 4587009" data-attributes="member: 18280"><p>Sure, given that there are some very good, specific reasons why you are very unlikely to do so, and given that his answer amounts to nothing more than "Sure you are", there is no reason to accept his answer.</p><p></p><p>I began DMing on Christmas Day of 1979, and I have run most of the TSR classics many times, for many different players (due, in a large part, to a four year stint in the US Army) in many states. Not so long ago, I ran KotB using the EN World conversion to 3.5.</p><p></p><p>IME, despite having played these modules dozens of times with over a hundred different players, <em><strong>no one has ever found all of the treasure in even one of them</strong></em>. The average haul, IME, is approximately 25% of what is available in the adventuring area.</p><p></p><p>If Q did an analysis that showed the time required to "Greyhawk" the modules he has examined, including the time needed to rest and recover due to the extra encounters "Greyhawking" forces on the players, it would quickly become evident that there is a real unlikelihood of gaining most of the treasures in most modules. It would also show that the tournament modules have the easiest loot to acquire, simply because acquiring said loot is part of the scoring of the tournament, and the characters do not need to be suitable afterwards for an ongoing campaign when designing a tournament. Tournament modules also have, by and large, the most linear maps of the 1e era....largely for the same reason.</p><p></p><p>If Q's analysis was correct, and I am wrong, I have offered some pretty straightforward criteria to proving me wrong -- square footage x time searching per square foot = X time to Greyhawk the dungeon. Y wandering encounters happen on average within X time, characters must rest after Z encounters, increasing time factor by a minimum of 8 hours. You can figure out exactly how long any adventure would take to Greyhawk and then determine whether or not the PCs would be likely to survive/do so based upon that estimate.</p><p></p><p>IMHO, of course. <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>Should a sufficient quantity of any such evidence that demonstrates that Q is correct be offered, I will shift my opinion.</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 4587009, member: 18280"] Sure, given that there are some very good, specific reasons why you are very unlikely to do so, and given that his answer amounts to nothing more than "Sure you are", there is no reason to accept his answer. I began DMing on Christmas Day of 1979, and I have run most of the TSR classics many times, for many different players (due, in a large part, to a four year stint in the US Army) in many states. Not so long ago, I ran KotB using the EN World conversion to 3.5. IME, despite having played these modules dozens of times with over a hundred different players, [i][b]no one has ever found all of the treasure in even one of them[/b][/i][b][/b]. The average haul, IME, is approximately 25% of what is available in the adventuring area. If Q did an analysis that showed the time required to "Greyhawk" the modules he has examined, including the time needed to rest and recover due to the extra encounters "Greyhawking" forces on the players, it would quickly become evident that there is a real unlikelihood of gaining most of the treasures in most modules. It would also show that the tournament modules have the easiest loot to acquire, simply because acquiring said loot is part of the scoring of the tournament, and the characters do not need to be suitable afterwards for an ongoing campaign when designing a tournament. Tournament modules also have, by and large, the most linear maps of the 1e era....largely for the same reason. If Q's analysis was correct, and I am wrong, I have offered some pretty straightforward criteria to proving me wrong -- square footage x time searching per square foot = X time to Greyhawk the dungeon. Y wandering encounters happen on average within X time, characters must rest after Z encounters, increasing time factor by a minimum of 8 hours. You can figure out exactly how long any adventure would take to Greyhawk and then determine whether or not the PCs would be likely to survive/do so based upon that estimate. IMHO, of course. ;) Should a sufficient quantity of any such evidence that demonstrates that Q is correct be offered, I will shift my opinion. RC [/QUOTE]
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