Forked from: Best D&D Adventures
Honestly, it does depend on the adventure you look at. 3rd edition had a dearth of official (non-Dungeon) adventures during its run, but you get a wide variety of adventures even from the official ones.
The Sunless Citadel, The Forge of Fury and Deep Horizon are pretty classic sandbox-style adventures, although they provide more hooks than, say The Keep on the Borderlands.
The Speaker in Dreams is a situation/urban adventure, of which there aren't that many classic examples. The Veiled Society, a basic adventure, comes to mind.
Red Hand of Doom is a storyline adventure; of similar vintage to some of the Dragonlance adventures. Indeed, the classic Against the Giants series has a linear plotline, although the players have a great deal of freedom of how they approach each part.
I don't think many adventures of classic times used the "investigation" plot - The Assassin's Knot, perhaps, but mostly they're either exploration or goal-orientated.
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You mention that you don't see a plot in "Giants" - I suggest you haven't looked hard enough. It's there, and indeed, it's as linear as they come. It might just not be presented in a form that you're familiar with. (It's also utterly confused by Q1, which bears little relationship to the motivations laid out in D1-3!)
Cheers!
knightofround said:Yeah I wouldn't say that I categorically hate *all* the classics; hell I even included one in my top five =P
Its just that when I go through the old adventure books, they seem to be very vague compared to adventures found today. I mean, I look at the Caves of Chaos in B2 and although I can see "hey-there's some nifty encounters here", its largely just a bunch of rooms. Or I can look at the Giants series and say "hey this is a neat concept, but where's the plot to tie this together?"
I dunno I guess I just tend to prefer adventures that have strong plot and fascinating villians. Stuff like B2 just doesn't interest me because I see a stat block for a Dark Knight...but there's little/no detail into why he's in the caves, whats his motivations/alliances. He's just another guy in a room. And I know this is a fantasy game, but dungeon ecology is pretty much lacking in 1st/2nd ed. Its more of a room-room-room-boss-town experience, and I'm sure thats fun for some people...its just not my cup of tea.
Thats why the adventures I've picked are more focused on having great plot (drow war) awesome dungeon ecology (banewarrens and RttToEE), and settings with a lot of depth to them (ravenloft).
Again I'm not bashing all the classics, I'm just shocked that so many people here prefers 1st/2nd ed adventures when it seems like everybody on this forum discusses 3rd/4th ed.
I'm curious as to what you think the "design philosophy" of earlier adventures are compared to modern ones? To me, it seems to be a dichotomy between vague sandboxes which give the DM alot of room to maneuver (early) against more-defined storylines that the PCs flesh out.
Honestly, it does depend on the adventure you look at. 3rd edition had a dearth of official (non-Dungeon) adventures during its run, but you get a wide variety of adventures even from the official ones.
The Sunless Citadel, The Forge of Fury and Deep Horizon are pretty classic sandbox-style adventures, although they provide more hooks than, say The Keep on the Borderlands.
The Speaker in Dreams is a situation/urban adventure, of which there aren't that many classic examples. The Veiled Society, a basic adventure, comes to mind.
Red Hand of Doom is a storyline adventure; of similar vintage to some of the Dragonlance adventures. Indeed, the classic Against the Giants series has a linear plotline, although the players have a great deal of freedom of how they approach each part.
I don't think many adventures of classic times used the "investigation" plot - The Assassin's Knot, perhaps, but mostly they're either exploration or goal-orientated.
###
You mention that you don't see a plot in "Giants" - I suggest you haven't looked hard enough. It's there, and indeed, it's as linear as they come. It might just not be presented in a form that you're familiar with. (It's also utterly confused by Q1, which bears little relationship to the motivations laid out in D1-3!)
Cheers!
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